I’m using the latest Game Animation Sample in UE 5.8 and I’m running into a persistent wrist/hand rotation issue with MetaHumans.
The problem is very specific:
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The MetaHuman body retargets correctly overall.
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Locomotion, jumping, traversal and ragdoll mostly work.
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However, both hands/wrists appear to keep almost the same downward-facing orientation regardless of the animation.
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In idle this is easy to miss because the hands naturally point down.
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During running, jumping, falling or ragdoll, the issue becomes very obvious: the forearms move correctly, but the hands remain bent downward like “hooks”.
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This also happens on some of the MetaHuman-based visual overrides that ship with the Game Animation Sample, so it does not appear to be caused by my custom MetaHuman.
My setup:
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I am using the stock
SandboxCharacter_Mover. -
The MetaHuman
Bodyuses:-
Anim Class = ABP_GenericRetarget -
Component Tag = RTG_UEFN_to_Metahuman_nrw
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ABP_GenericRetargetresolves this tag through itsIKRetargeter_Map. -
The retarget asset is
RTG_UEFN_to_Metahuman_nrw. -
Target IK Rig is
IK_Metahuman_Retarget. -
Source IK Rig is
IK_UEFN_Mannequin.
What I have already tested:
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Verified the source GASP animation itself
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I inspected the final animated UEFN mannequin/source mesh.
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The wrists and hands look correct on the source character.
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So the bad hand rotation does not originate from the GASP locomotion animation.
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Tested the same animations directly inside the IK Retargeter
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When I preview the same run/jump animations inside
RTG_UEFN_to_Metahuman_nrw, the MetaHuman target looks correct. -
The wrists rotate normally in the Retargeter preview.
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The issue only appears during runtime through
ABP_GenericRetarget / Retarget Pose From Mesh.
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Disabled MetaHuman Post Process Anim Blueprint
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Disable Post Process Blueprint = true -
No change.
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Tested
Retarget Pose From Meshsource modes-
Default:
Parent Skeletal Mesh Component -
Also tested
Custom Skeletal Mesh Componentand explicitly passed the GASP sourceSkeletalMeshComponent. -
No change.
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Tested visibility/tick settings on the source mesh
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Source mesh already uses:
Visibility Based Anim Tick Option = Always Tick Pose and Refresh Bones -
So this is not caused by hidden source mesh bones not updating.
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Disabled runtime IK stage in the Retargeter
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Disabled
Run IK Rigin the Op Stack. -
The wrist problem remained.
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So the issue does not seem to come from the IK pass.
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Tested FK chain rotation modes
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Changed
LeftArm/RightArmfromInterpolatedtoOne to One. -
No change.
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Checked arm retarget chains
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In
IK_Metahuman_Retarget:-
LeftArm: upperarm_l -> hand_l -
RightArm: upperarm_r -> hand_r
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These appear to be mapped correctly.
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Tested another retargeter
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As a test, I changed the Body tag to
RTG_UEFN_to_UE4_Mannequin. -
The body proportions became incorrect, as expected.
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But interestingly, the hands started following the animation much more correctly.
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This strongly suggests that the issue is specific to the MetaHuman retarget setup rather than
ABP_GenericRetargetitself.
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Compared with non-MetaHuman retargeted characters
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For example, TwinBlast uses its own skeleton but also goes through
ABP_GenericRetarget. -
Its wrists behave correctly.
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This again suggests that the problem is specific to
RTG_UEFN_to_Metahuman_nrw / IK_Metahuman_Retarget.
Current conclusion:
The source pose is correct, the IK Retargeter preview is correct, and the issue appears only when the MetaHuman retarget is evaluated at runtime through Retarget Pose From Mesh.
It looks like hand_l / hand_r rotations are either not being transferred correctly or are being evaluated differently at runtime for the MetaHuman target rig.
Has anyone else reproduced this in UE 5.8 with the current Game Animation Sample?
Is this a known regression in Retarget Pose From Mesh, IK_Metahuman_Retarget, or the new MetaHuman body rig/joint orientations?
Any workaround for correctly preserving hand_l / hand_r rotation at runtime would be appreciated.


