Unreal Engine Rigging: Bone Hierarchy and Naming for Animation Compatibility

Hi! I’m new to Unreal Engine (I come from Unity :sweat_smile:), and although I’ve watched some tutorials, I still find things a bit confusing.

Right now, I need to create some character models, but they must be compatible with Unreal’s rigging system so they can properly use existing animations (like those from the default mannequins or other characters). However, I’m not sure about the exact bone hierarchy, naming conventions, or structure that Unreal expects.

Could someone guide me on this? For example:

  • What does a correct Unreal-compatible rig look like (bone names and hierarchy)?

  • Are there any standard templates or references I should follow?

  • How can I test my model in Unreal using existing animations, like the mannequin animations?

I’ve attached an image of a test model with its current rig for reference.

I hope I explained myself clearly. Thanks in advance! :smiley: