Reusing Animation BP on another Skeletal Mesh (w/o retarget)

Hello there!

I am trying to use the logic (Event Graph, AnimGraph and StateMachine) from Manny (UE5 default mannequin). From what I have seem, Manny’s APB is almost completely Rig agnostic (with the exception of references to animations in the State Machine). So I would like to:

  1. Replace the Skeletal Mesh in “Manny_APB” with my own that I have imported to UE
  2. Change the references in the state machine to my own walk/run/jump animations
  3. Consequently, reuse all the logic already present

Unfortunately all my searches always point me to IK retargeting, but that is not what I want, I want to use my own animatons with UE already implemented logic, not retarget my Skel Mesh to UE animations.

I’ve been looking for a few days already so any help is deeply appreciaed :slight_smile:

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The only thing that you can do to avoid retargeting is to use the same skeleton in your model

I see, the Skeletons are different so I think I wil try to make a new APB and State Machine and copy everything from Manny’s, but I though this was not a smart way.

Thanks you very much for your response :smiley:

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You can re-target/re-assign an ABP with all it’s related animations in one click.
Unfortunately this doubles the amount of animations.

The only other option is runtime re-targeting - but that causes a ton of issues on it’s own.
Let me put it this way: it’s Ok for Fortnite quality “trash”. nothing more sophisticated than that…