# \#skeleton-mesh

**URL:** https://forums.unrealengine.com/tag/skeleton-mesh/5836.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [How to export characters that shares a skeleton from Mixamo](https://forums.unrealengine.com/t/how-to-export-characters-that-shares-a-skeleton-from-mixamo/2605189)

<div class="topic-metadata">

**Author:** [@Patamaudelay](https://forums.unrealengine.com/u/Patamaudelay)\
**Replies:** 1\
**Last updated:** [September 24, 2026, 6:49pm UTC](https://forums.unrealengine.com/t/how-to-export-characters-that-shares-a-skeleton-from-mixamo/2605189 "2026-09-24T18:49:33Z")

</div>

Hello, I created several characters mesh that are only slightly different. As I dont want to rig the mesh myself I am using mixamo to rig them and download some animations. When I imported my first rigged character on …

---

## [Trying to match UE5 Skeleton to my custom character](https://forums.unrealengine.com/t/trying-to-match-ue5-skeleton-to-my-custom-character/1601285)

<div class="topic-metadata">

**Author:** [@MartenZander](https://forums.unrealengine.com/u/MartenZander)\
**Replies:** 1\
**Last updated:** [August 8, 2026, 3:41am UTC](https://forums.unrealengine.com/t/trying-to-match-ue5-skeleton-to-my-custom-character/1601285 "2026-08-08T03:41:36Z")

</div>

Hey there, I bet this has been discussed many times before but I just can’t seem to find proper and reliable information on this online. I worked out an animation blueprint using the SK\_Manny. Now I want to rig my own …

---

## [Mutable Generating Incorrect Skin Weights in 5.8 ](https://forums.unrealengine.com/t/mutable-generating-incorrect-skin-weights-in-5-8/2734755)

<div class="topic-metadata">

**Author:** [@Rakashal](https://forums.unrealengine.com/u/Rakashal)\
**Replies:** 2\
**Last updated:** [July 19, 2026, 8:55am UTC](https://forums.unrealengine.com/t/mutable-generating-incorrect-skin-weights-in-5-8/2734755 "2026-07-19T08:55:19Z")

</div>

Summary Mutable seems to be generating meshes with incorrect skin weights in 5.8, especially around the pelvis/lower stomach/upper thighs. The characters look fine standing still, but any animation affecting those areas…

---

## [Playing animations with custom skeletons using play\_animation\_controller fails after 40.30](https://forums.unrealengine.com/t/playing-animations-with-custom-skeletons-using-play-animation-controller-fails-after-40-30/2720864)

<div class="topic-metadata">

**Author:** [@Fiandsnuve](https://forums.unrealengine.com/u/Fiandsnuve)\
**Replies:** 1\
**Last updated:** [May 9, 2026, 9:46pm UTC](https://forums.unrealengine.com/t/playing-animations-with-custom-skeletons-using-play-animation-controller-fails-after-40-30/2720864 "2026-05-09T21:46:51Z")

</div>

Summary Playing animations on NPCs with non-fortnite skeletons using animation controllers ( play\_animation\_controller ) doesn’t change their state in any way, keeping the character in their idle animation. Issue starte…

---

## [Mutable skeletal mesh merge ignores attachment bone offsets unless reference poses match ](https://forums.unrealengine.com/t/mutable-skeletal-mesh-merge-ignores-attachment-bone-offsets-unless-reference-poses-match/2705205)

<div class="topic-metadata">

**Author:** [@larbighalem](https://forums.unrealengine.com/u/larbighalem)\
**Replies:** 0\
**Last updated:** [March 10, 2026, 11:02pm UTC](https://forums.unrealengine.com/t/mutable-skeletal-mesh-merge-ignores-attachment-bone-offsets-unless-reference-poses-match/2705205 "2026-03-10T23:02:17Z")

</div>

I am building a modular weapon system using Mutable and the Customizable Object Plugin. The Issue My Receiver (Base) skeleton defines a barrel bone at (0, 5, 5), Root ├─ barrel (0,5,5) ├─ scope └─ other attachment …

---

## [(UE 5.1.1)Big Bones when importing from Blender, 2025 ](https://forums.unrealengine.com/t/ue-5-1-1-big-bones-when-importing-from-blender-2025/2677443)

<div class="topic-metadata">

**Author:** [@DonnieDarko66](https://forums.unrealengine.com/u/DonnieDarko66)\
**Replies:** 0\
**Last updated:** [November 22, 2025, 5:34am UTC](https://forums.unrealengine.com/t/ue-5-1-1-big-bones-when-importing-from-blender-2025/2677443 "2025-11-22T05:34:23Z")

</div>

When importing a metarig from Blender, the resulting skeleton asset has bones scaled to x100 the normal size. I understand this is because the default distance unit in Blender is meter, while UE has centimeters, but foll…

---

## [The problem with metahums\_base\_skel ](https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145)

<div class="topic-metadata">

**Author:** [@55f530e49b8543be97b030e4831225b6](https://forums.unrealengine.com/u/55f530e49b8543be97b030e4831225b6)\
**Replies:** 1\
**Last updated:** [August 6, 2025, 9:00pm UTC](https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145 "2025-08-06T21:00:47Z")

</div>

Everything was fine with me, but at some point my project started crashing when opening metahuman\_base\_skel and all the other resources that directly used it (for example, animation blueprints). At the same time, when I …

---

## [Rigging custom mesh to GASP properly](https://forums.unrealengine.com/t/rigging-custom-mesh-to-gasp-properly/2584238)

<div class="topic-metadata">

**Author:** [@lidorbuba](https://forums.unrealengine.com/u/lidorbuba)\
**Replies:** 0\
**Last updated:** [June 29, 2025, 2:46pm UTC](https://forums.unrealengine.com/t/rigging-custom-mesh-to-gasp-properly/2584238 "2025-06-29T14:46:22Z")

</div>

I spent nearly two days trying to properly rig my custom mesh in blender, and retargeting it to GASP, I’m exhausted and don’t know what I’m doing wrong, I even bought the Auto Rig Pro or tried to use Game Rig Tool. I tr…

---

## [Disable smoothing in Unreal?](https://forums.unrealengine.com/t/disable-smoothing-in-unreal/290210)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_4b2f00d7](https://forums.unrealengine.com/u/anonymous_user_4b2f00d7)\
**Replies:** 6\
**Last updated:** [May 22, 2025, 2:06pm UTC](https://forums.unrealengine.com/t/disable-smoothing-in-unreal/290210 "2025-05-22T14:06:36Z")

</div>

What is Normals set to in import dialog window? Set it to Import tangents and normals if it is set to Calculate and see if it helps.

---

## [Skeleton Mesh Root Bone Placement ](https://forums.unrealengine.com/t/skeleton-mesh-root-bone-placement/2545315)

<div class="topic-metadata">

**Author:** [@PinkuVanilla](https://forums.unrealengine.com/u/PinkuVanilla)\
**Replies:** 0\
**Last updated:** [June 7, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/skeleton-mesh-root-bone-placement/2545315 "2025-06-07T13:07:30Z")

</div>

hi all, i’m new to ue5 and development i have created a vehicle skeleton mesh from static mesh, the root is not vertical (1 point dispalced along x-axis) as i have seen in many tutorials, i have tried options, centre an…

---

## [Create layered blend per bone that only pivots the top half (when body\_ctrl is the pivot)](https://forums.unrealengine.com/t/create-layered-blend-per-bone-that-only-pivots-the-top-half-when-body-ctrl-is-the-pivot/2217466)

<div class="topic-metadata">

**Author:** [@SAINT\_113](https://forums.unrealengine.com/u/SAINT_113)\
**Replies:** 4\
**Last updated:** [May 6, 2025, 2:24am UTC](https://forums.unrealengine.com/t/create-layered-blend-per-bone-that-only-pivots-the-top-half-when-body-ctrl-is-the-pivot/2217466 "2025-05-06T02:24:28Z")

</div>

I have created some punching animations that I am pretty happy with but to create them I used the body\_ctrl bone on the default mannequin to pivot into the punches. I would like to use layered blend per bone so the legs …

---

## [Animation action names when importing FBX](https://forums.unrealengine.com/t/animation-action-names-when-importing-fbx/2464637)

<div class="topic-metadata">

**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 10\
**Last updated:** [April 24, 2025, 5:03pm UTC](https://forums.unrealengine.com/t/animation-action-names-when-importing-fbx/2464637 "2025-04-24T17:03:34Z")

</div>

In UE 5.2 and 5.5 (using the new FBX importer) I run into the following issue: I create a model, skeletal mesh and some animations for that skeleton in Blender 4.3. All animation actions are shown below. I export …

---

## [Exporting Skeletal Mesh FBX from blender breaks animations ](https://forums.unrealengine.com/t/exporting-skeletal-mesh-fbx-from-blender-breaks-animations/2317786)

<div class="topic-metadata">

**Author:** [@Tomqui](https://forums.unrealengine.com/u/Tomqui)\
**Replies:** 0\
**Last updated:** [February 4, 2025, 7:37pm UTC](https://forums.unrealengine.com/t/exporting-skeletal-mesh-fbx-from-blender-breaks-animations/2317786 "2025-02-04T19:37:36Z")

</div>

I’m trying to export the Skeletal mesh I made and anmiated however, I’m getting a strange error when importing into unreal engine. For some reason the bone’s move strangely when imported to unreal. I tried importing the …

---

## [Skeletal mesh asset creation](https://forums.unrealengine.com/t/skeletal-mesh-asset-creation/2280500)

<div class="topic-metadata">

**Author:** [@fran.rpg](https://forums.unrealengine.com/u/fran.rpg)\
**Replies:** 0\
**Last updated:** [January 16, 2025, 3:31pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-asset-creation/2280500 "2025-01-16T15:31:48Z")

</div>

Hello, We are in the process of defining the requirements for the “raw” .fbx file that will be sourced for creating the skeleton unreal asset. We perform the skinning in Maya and from there we are going to export an .f…

---

## [Mesh problem](https://forums.unrealengine.com/t/mesh-problem/2105516)

<div class="topic-metadata">

**Author:** [@AsgharKhavari](https://forums.unrealengine.com/u/AsgharKhavari)\
**Replies:** 1\
**Last updated:** [November 5, 2024, 8:16am UTC](https://forums.unrealengine.com/t/mesh-problem/2105516 "2024-11-05T08:16:01Z")

</div>

I donoo what’s wrong with this mesh

---

## [Change Skeleton Asset of Skeletal Mesh](https://forums.unrealengine.com/t/change-skeleton-asset-of-skeletal-mesh/291486)

<div class="topic-metadata">

**Author:** [@Brainshack](https://forums.unrealengine.com/u/Brainshack)\
**Replies:** 26\
**Last updated:** [August 8, 2024, 12:45pm UTC](https://forums.unrealengine.com/t/change-skeleton-asset-of-skeletal-mesh/291486 "2024-08-08T12:45:35Z")

</div>

Hello, is it possible to change the skeleton asset of an existing Skeletak Mesh. For Example, with the 15 Mixamo Character from the market place, can I change those to all use the same skeleton, so that they will share…

---

## [Substitution for GetSmartNameByName in UE 5.3](https://forums.unrealengine.com/t/substitution-for-getsmartnamebyname-in-ue-5-3/1515046)

<div class="topic-metadata">

**Author:** [@SaJjad1378](https://forums.unrealengine.com/u/SaJjad1378)\
**Replies:** 2\
**Last updated:** [July 10, 2024, 2:58pm UTC](https://forums.unrealengine.com/t/substitution-for-getsmartnamebyname-in-ue-5-3/1515046 "2024-07-10T14:58:24Z")

</div>

Hi In Unreal Engine 5.3 the USkeleton::GetSmartNameByName is deprecated and in no longer used. There was no replacement in documents, Can someone help me find the substitution?

---

## [Physical Animation Blend Weights Bug when trying to simulate only a bone while keeping Simulate Physics active](https://forums.unrealengine.com/t/physical-animation-blend-weights-bug-when-trying-to-simulate-only-a-bone-while-keeping-simulate-physics-active/1911218)

<div class="topic-metadata">

**Author:** [@gvnnp](https://forums.unrealengine.com/u/gvnnp)\
**Replies:** 0\
**Last updated:** [June 21, 2024, 7:35am UTC](https://forums.unrealengine.com/t/physical-animation-blend-weights-bug-when-trying-to-simulate-only-a-bone-while-keeping-simulate-physics-active/1911218 "2024-06-21T07:35:17Z")

</div>

I’m trying to create a system to manage physics animations on skeletal meshes and I can’t find a way to simulate the physics of the entire mesh (including a specific bone) and then no longer simulate the physics of the e…

---

## [imported animation packs, but animation sequences are in A-Pose because of skeleton (probably)](https://forums.unrealengine.com/t/imported-animation-packs-but-animation-sequences-are-in-a-pose-because-of-skeleton-probably/1900637)

<div class="topic-metadata">

**Author:** [@lordipio](https://forums.unrealengine.com/u/lordipio)\
**Replies:** 0\
**Last updated:** [June 12, 2024, 5:11pm UTC](https://forums.unrealengine.com/t/imported-animation-packs-but-animation-sequences-are-in-a-pose-because-of-skeleton-probably/1900637 "2024-06-12T17:11:31Z")

</div>

I downloaded multiple animation .uasset packs recently. I imported one of them into my project, but its skeletal mesh and animation sequences are not connected to the skeleton. I connected them as shown in the pictures I…

---

## [Can I replace a skeletal mesh skeleton with one that has less bones?](https://forums.unrealengine.com/t/can-i-replace-a-skeletal-mesh-skeleton-with-one-that-has-less-bones/1717089)

<div class="topic-metadata">

**Author:** [@zantezuke](https://forums.unrealengine.com/u/zantezuke)\
**Replies:** 3\
**Last updated:** [April 29, 2024, 10:17am UTC](https://forums.unrealengine.com/t/can-i-replace-a-skeletal-mesh-skeleton-with-one-that-has-less-bones/1717089 "2024-04-29T10:17:35Z")

</div>

I am importing a MetaHuman I created into Unreal, however it has a lot of bones that are not necessary for the game I am making. I took the body mesh from the MetaHuman and removed the unnecessary bones in Blender and r…

---

## [Character Physic collision not colliding in Animation BluePrint using rigidbody](https://forums.unrealengine.com/t/character-physic-collision-not-colliding-in-animation-blueprint-using-rigidbody/1407149)

<div class="topic-metadata">

**Author:** [@N\_DOKY](https://forums.unrealengine.com/u/N_DOKY)\
**Replies:** 1\
**Last updated:** [April 24, 2024, 9:45pm UTC](https://forums.unrealengine.com/t/character-physic-collision-not-colliding-in-animation-blueprint-using-rigidbody/1407149 "2024-04-24T21:45:07Z")

</div>

Hi there UE experts! I’m trying to apply some collision physics onto my character rig and bring it into a level sequencer to animate. I manage to get it working in the physic asset, the rig is colliding properly when I t…

---

## [Rotation Curves On Joints/Bones](https://forums.unrealengine.com/t/rotation-curves-on-joints-bones/1784218)

<div class="topic-metadata">

**Author:** [@Multilooper](https://forums.unrealengine.com/u/Multilooper)\
**Replies:** 0\
**Last updated:** [April 2, 2024, 7:43pm UTC](https://forums.unrealengine.com/t/rotation-curves-on-joints-bones/1784218 "2024-04-02T19:43:52Z")

</div>

I’m trying to understand if its possible to visualize ( and potentially edit ) the animation curves on bones/joints in a skeleton. I understand how to add additive Layer tracks and keyframing those in the animation se…

---

## [Bake animation sequnce error bones!](https://forums.unrealengine.com/t/bake-animation-sequnce-error-bones/1403646)

<div class="topic-metadata">

**Author:** [@Rafa38](https://forums.unrealengine.com/u/Rafa38)\
**Replies:** 2\
**Last updated:** [December 16, 2023, 2:46pm UTC](https://forums.unrealengine.com/t/bake-animation-sequnce-error-bones/1403646 "2023-12-16T14:46:07Z")

</div>

Hello everyone… I have a problem that has been driving me crazy for days! I created some animations with mixamo and I want to merge them. I added them on sequencer and everything works correctly and now I want to do t…

---

## [Substitution for GetSmartNameByName  in Unreal 5.3](https://forums.unrealengine.com/t/substitution-for-getsmartnamebyname-in-unreal-5-3/1516389)

<div class="topic-metadata">

**Author:** [@Sajjad3983223](https://forums.unrealengine.com/u/Sajjad3983223)\
**Replies:** 0\
**Last updated:** [December 11, 2023, 6:12am UTC](https://forums.unrealengine.com/t/substitution-for-getsmartnamebyname-in-unreal-5-3/1516389 "2023-12-11T06:12:56Z")

</div>

Hi I used to use USkeleton::GetSmartNameByName, in UE5.3 it is deprecated and is no longer used, but there is no substitution for this method in documents. Can someone please help me find what should I use instead of t…

---

## [Modify Skeleton Mesh Vertex Position Runtime](https://forums.unrealengine.com/t/modify-skeleton-mesh-vertex-position-runtime/413664)

<div class="topic-metadata">

**Author:** [@yoshinosakura](https://forums.unrealengine.com/u/yoshinosakura)\
**Replies:** 4\
**Last updated:** [November 16, 2023, 3:59am UTC](https://forums.unrealengine.com/t/modify-skeleton-mesh-vertex-position-runtime/413664 "2023-11-16T03:59:16Z")

</div>

Hello everyone, I’m working on a project that need to change Specified Skeleton Mesh Vertex Position At Runtime. In fact i want to replace some vertex position(may be a head) with new positions(Get from assimp). 1. I …

---

## [Change Skeleton Hierarchy](https://forums.unrealengine.com/t/change-skeleton-hierarchy/376413)

<div class="topic-metadata">

**Author:** [@Deemk0](https://forums.unrealengine.com/u/Deemk0)\
**Replies:** 3\
**Last updated:** [October 29, 2023, 12:09pm UTC](https://forums.unrealengine.com/t/change-skeleton-hierarchy/376413 "2023-10-29T12:09:44Z")

</div>

I have decided to change the Hierarchy of my main skeleton, that is associated with lots of Skeleton meshes. I do understand the concept that “the bone hierarchy from one Skeletal Mesh to another cannot be violated.” M…

---

## [Why does my mesh deform like this?](https://forums.unrealengine.com/t/why-does-my-mesh-deform-like-this/1293439)

<div class="topic-metadata">

**Author:** [@MartenZander](https://forums.unrealengine.com/u/MartenZander)\
**Replies:** 0\
**Last updated:** [September 13, 2023, 10:06am UTC](https://forums.unrealengine.com/t/why-does-my-mesh-deform-like-this/1293439 "2023-09-13T10:06:20Z")

</div>

I took the trooper skeletal mesh from the Matinee Project to test cloth simulation in UE 5.3. Because the mesh has a lot of bones to actually control the skirt of the character, I exported the mesh into maya, deleted all…

---

## [Can I force animation to play on greyed out joints?](https://forums.unrealengine.com/t/can-i-force-animation-to-play-on-greyed-out-joints/1292449)

<div class="topic-metadata">

**Author:** [@MartenZander](https://forums.unrealengine.com/u/MartenZander)\
**Replies:** 0\
**Last updated:** [September 12, 2023, 3:36pm UTC](https://forums.unrealengine.com/t/can-i-force-animation-to-play-on-greyed-out-joints/1292449 "2023-09-12T15:36:57Z")

</div>

In my current Project I am using the UE4 Mannequin and it’s default skeleton. Right now I am trying to replace the UE4 Mannequin Mesh with another skeletal mesh (the trooper from the matinee project on the marketplace). …

---

## [Can I delete some useless bone node in unreal?](https://forums.unrealengine.com/t/can-i-delete-some-useless-bone-node-in-unreal/1200964)

<div class="topic-metadata">

**Author:** [@mico98four](https://forums.unrealengine.com/u/mico98four)\
**Replies:** 0\
**Last updated:** [June 16, 2023, 6:56am UTC](https://forums.unrealengine.com/t/can-i-delete-some-useless-bone-node-in-unreal/1200964 "2023-06-16T06:56:23Z")

</div>

I have a skeletal mesh with skeleton bone and controller which is created in 3DS Max. I want to delete the controller in unreal after some calculation since these controllers do actually not effect vertices in skeletal …

---

## [Assign skeleton from Metahuman to Mannequin make crash](https://forums.unrealengine.com/t/assign-skeleton-from-metahuman-to-mannequin-make-crash/1184293)

<div class="topic-metadata">

**Author:** [@Akumao\_0](https://forums.unrealengine.com/u/Akumao_0)\
**Replies:** 0\
**Last updated:** [May 31, 2023, 7:55am UTC](https://forums.unrealengine.com/t/assign-skeleton-from-metahuman-to-mannequin-make-crash/1184293 "2023-05-31T07:55:18Z")

</div>

When i assign skeleton from Metahuman to Mannequin my unreal just hangs and i must close unreal engine with tab manager

[Next page](https://forums.unrealengine.com/tag/skeleton-mesh/5836.md?match_all_tags=true&page=1&tags%5B%5D=skeleton-mesh)
