How can I fix my Manny skeleton to get my rig working?

I have been making my own game, and recently I have tried to use the UE5 manny skeleton with my own custom model and after importing to ue5, I got this error, “The Skeleton SK_Mannequin is missing bones that SkeletalMesh SKM_Manny_Simple needs. They will be added now. Please save the Skeleton!”, I have tried to save the skeleton, but that has done nothing, not sure what else I can do to fix this issue.

Hey there @LTS_Zinijero! Welcome to the community! The automatic bone addition doesn’t always work appropriately, my recommendation would be to add the additional bones manually in your 3D rigging application before trying to retarget in Unreal if possible. This also eliminates the need to modify the automatic handling down the line as well.

I’ll give this a try, but how can I fix my default manny skeleton? I keep getting that error pop up every couple of seconds as well regardless if my player character uses that skeleton or not

Try importing the character with it’s own skeleton (leave the skeleton dropdown empty). Then try setting the skeleton as compatible. Of course, the problem may be something unrelated as well.

I am still getting the errors when I try to import anything, is there any way I can get the starter content back without restarting my whole project? Attached is the error I keep getting.

That’s interesting. The mannequin content is imported when the project is launched only, the starter content itself is separate. If you need the original unmodified files you could grab them from the engine files or migrate them from another fresh project of the same version. Do the migrated assets still have the errors?

I have created a new project file and tried to migrate that base skeleton to the current project but I have not tried the other way around yet. I will do that and see what happens. Thank you for the assistance!

After migrating everything to a new project. The skeletal mesh asset is seemingly fixed, but now the left foot essentially has no movement when being used as the ThridPersonChatacter BP. It works fine when previewing animations but it does not when in actual testing.

I’m not sure why this is the new issue now when it works fine in the preview?

If it’s working in the preview but not in game, it’s possible that the issue has to do with the AnimBP. Do you have any IK on the feet that may be running? If one leg has proper naming and the other doesn’t, it’s possible for this specific issue to occur in some cases.


It looks like the Left foot IK isn’t actually attached to the foot like the right foot? I’m not sure what happened here, do I fix this in Blender where I setup the rig or in ue?

That’s not how it works. Your own model must have a rig (skeleton). When the editor reports missing bones during import, it tries to use the existing rig. But this most often won’t work if the joint proportions and number differ between the model and the skeleton* (this is important to understand). The correct way is rigging. Creating the correct skeleton for your model has several options—for example, using an external DCC like AccuRig. The second option is retargeting animation using UE. I suggest you try both approaches yourself; there are plenty of tutorials available. This is an important step for a basic understanding of character animation.
But let’s say you got the proportions right and transferred the skeleton to your mesh. And you got correct animation in Sequencer. Judging by the video, you haven’t figured out Root Motion (that’s why there’s no movement in the back). If you need to correct the foot animation, you need to disable the ControlRig node in ABP (I understand you’re using AnimBP as is). This node, which in turn controls FootTrace (foot placement on the surface), but you haven’t configured the IK Solvers. Overall, I recommend understanding all of the terms listed above to get a basic understanding of how animation works. Trust me, it’s a lot of fun and will help you avoid many mistakes later.

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I understand being familiar with creation of rigging and animations. My issue began when I was aiming to use the UE5 skeleton as my player character skeleton and even with making my personal rig ( the one I did make for my model) it gives me this issue. I then tried to use the UE5 skeleton itself incase I created a bad rig but that didn’t work either. After importing the character to a new blank project, there were no missing bones errors that popped up, I thought I was good, but it’s still having the same problem as before with the left leg control not taking the animation when in gameplay. The controlrig for the AnimBP i’ve already disabled as well. The rig works totally fine in Blender, I made sure all my weights were properly setup. I’m just unsure why when I import to UE5 this issue is present now. I’ve attempted to make my own custom rig manually, used accurig, as well as ARP to make rigs, they all work just fine in Blender but create the same issue in UE5 after importing regardless if I leave the skeleton import empty or try to use the UE5 Manny skeleton. I’ve followed to a “T” many guides on YT but this is still the result. Unsure where to go from there.

(Edit) I am actively making a new rig and weights again with another guide to continue to find the solution and if I am missing a step that’s specific for blender-UE5 pipeline. I will update if anything new arises. Thank you all for the help and suggestions thus far, gotta keep pushing till i figure this out lol.

That tells me it’s either your import/export settings modifying bone rolls/axis, or unrelated to the rig entirely.

If you’re already using your own skeleton, how did you get the Maniquin animations? They don’t work on other skeletons. Did you retarget them? In the video, I see a limited skeleton structure, but for some reason you’re selecting IK bones. They’re not used in the animation sequence, but they can affect the final position of the bones. Remove them from your skeleton, retarget without them (AFAIR, UE allows you to assign only the necessary chains when retargeting).

Gotcha, I’ll do that. I did do a retarget to see if that works, but the video shared I believe was one where I was attempting to use the UE5 Manny skeleton and I followed a guide on how to get the skeleton on my model but it wasn’t working either. I’ll remove the IK bones and see if that will make the anim work fully. Thank you!