No problem at all.
I’ve tested the project with 2 different custom skeletons, the ShooterGame skeleton and the FPS Assault Pack skeleton:
- ShooterGame skeleton: the alignemnt didn’t work, and after looking around for the problem I ended up discovering that this skeleton has 3 “elbows” in his arm, instead of 1. In other words, instead of the default hierarchy:
It has this hierarchy:
So the TwoBoneIK node in the project only goes from hand to forearm, thus the hand can’t reach the camera properly. Maybe it will align if the TwoBoneIK is replaced by another node that allows the use of more bones, but it would probably still look bad from external view on the arms having all of these joints bending. But, then again, arms-only aren’t supposed to be viewed from external view anyway…
- FPS Assault Pack skeleton: it worked perfectly, as it has only 1 “elbow”:
(the twist bones are parallel and not in the sequence, just like in Epic’s default skeleton)
This skeleton has extra bones for gun attachment, but, as you know, gun still must be attached to the hand or a socket on the hand.
The tests were made by opening the original project, migrating the custom skeletons in and replacing, in the anim blueprint, the original skeleton with the migrated one. Then, still in the anim blueprint, I replaced the BlendSpace with an Idle anim of the new skeleton. Then, in the character blueprint, I replaced the skeletal mesh of the MeshArms component with the migrated skeletal mesh.
Please let me know how the bone sequence in your custom arms is, because that might be the problem.