I would like to suggest a built-in humanoid auto-rigging tool that uses the official Unreal Engine skeleton (Manny/Quinn) instead of generating a new skeleton.
The idea is not to create another compatible rig, but to automatically bind imported humanoid characters directly to Unreal’s standard skeleton.
Proposed Workflow
-
Import a humanoid mesh.
-
Open a new “Auto Bind to UE Skeleton” tool.
-
Place a few guide points on the character (chin, shoulders, elbows, wrists, hips, knees, ankles, etc.), similar to AccuRig or Mixamo.
-
Unreal automatically fits the official UE skeleton to the mesh.
-
Automatic skin weight generation.
-
The character is immediately ready to use with the Unreal animation ecosystem.
Why This Would Be Valuable
The biggest advantage would be that every imported humanoid character would immediately work with:
-
FAB animations
-
Animation Blueprints
-
Control Rig
-
IK Rig
-
IK Retargeter (only when needed)
-
Motion Matching
-
Future Unreal animation features
Unlike Mixamo or AccuRig, this tool would not generate a separate skeleton. It would directly use the existing Unreal Engine skeleton, making characters instantly compatible with the engine’s standard animation pipeline.
This would remove one of the biggest workflow bottlenecks for indie developers while keeping everything inside Unreal Engine, without relying on external software.
I believe this feature would significantly improve character creation workflows and strengthen Unreal Engine as a complete end-to-end game development platform.