I did a tutorial where I was able to use my own character with the GASP animations. However, when I try to set up new logic (play animmontage for attacks for retargetted animations for my own character), the character behaves oddly and works optimally when using animations specifically retargetted for the UEFN orange character. Then, I tried using sockets to attach to my own character but in the CBP of my own character I can’t use my character’s mesh as the skeletal component (it doesn’t do anything)- I can only use the underlying UEFN mesh. This defeats the purpose as the socket is in my character, not the UEFN. Does anyone know a workflow that allows me to work with this problem with ease? Or is my character will always only be a husk of the UEFN character, and all the animations and actions that I do hav eto be tailored to the UEFN instead of my own character?
GASP (Game Animation Sample) using your own character still relies on the underlying UEFN manequinn?
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It sounds like the issue is due to the UEFN mannequin still being tied to the default skeleton, which can cause conflicts when using your custom character. Try ensuring that your custom character is fully retargeted to the UEFN skeleton and that the sockets are properly aligned. You might also need to adjust the skeletal component settings in your custom character’s blueprint to correctly reference your own mesh.