How to add extra bones to other skeletal meshes which share the same skeleton

I added two extra bones in my skeleton: weapon_r and shield_l, through blender.
However, I have 20 other skeletal meshes which share the same skeleton (where the new bones are already added). When adding/importing these skeletal meshes and selecting the new skeleton in the import menu, the bones are not being “activated”.

I get this message in the skeletal mesh bone view:
This bone exists only on the skeleton, but not on the current mesh.


And it also has fewer amount of bones:

The expected behavior should be this:
This bone is used by the current mesh, but has no vertices weighted against it.


And it should also have the correct amount of bones:

Any idea how I can fastly repeat this process for the other skeletal meshes which share the same skeleton, without having to manually edit them each in blender to include the new bones?

I am using unreal engine 5.1

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Hey there, I’m wondering if you ever found a solution to this? Or does anyone else know a good way to do this?

I got a Marketplace animation pack that had an extra weapon bone but ONLY ON THE MESH. Not on the skeleton which is the default UE4 one. So when I change out the mesh, any weapon I have attached to that bone just lays on the floor.

I don’t get why bones can exist only on a mesh and can’t be transferred to a skeleton easily. Its so frustrating. So now I need to edit every future mesh I get to add the extra weapon bone? Or I just don’t use any anims that use that bone and parent the weapon socket to the hand instead. Not ideal but not sure how else to solve this.