I know this was possible in 4.xx , to retarget one skeleton to another.
I mean skeleton/mesh, not animations.
I tried searching google, but all results are for animations. I see in latest animation/movement tracking example it is somehow possible to have different skeletons. However i could not find how it is done.
My goal is to recreate that example (to learn that stuff), and first thing i want is to make it compatible with UEFN, metahuman and ue5 skeletons/meshes. Just cannot find how, and google is stubborn, it gives me answers how to retarget animations.
So anybody knows some documentation/tutorials, or at least KEYWORD that make google give right answers?
TL/DR:
I want to have animation blueprint made for UEFN, then somehow retarget metahuman and ue5 SKELETONS/MESHES, without retargeting and duplicating animation blueprint (made for UEFN).
I think for that, Runtime Retarget will be your Best Option.
You can Google about Runtime Retarget in Unreal Engine 5 (I don’t remember minimum engine version required for it)
But if you have time, then you should take a look at Game Animation Sample. It does same thing that you are trying to achieve. (Runtime Retarget for UEFN + Unreal + Metahuman skeleton using Anim BP)