Custom Character Integration Guide (UE5 Manny Based)
Section 1 — Prerequisites
- A custom character using the UE5 Manny/Quinn skeleton (e.g., SK_Mannequin compatible)
- The skeletal mesh must share the same bone hierarchy as SKM_Manny / SKM_Quinn
Section 2 — Duplicate the Reference Blueprint
- Navigate to:
/Game/Main/Blueprints/RetargetedCharacters/
- Create child blueprint of:
BP_Character_GASP_Manny
- Rename it (example):
BP_Character_MyCustom
- Open the new blueprint
Section 3 — Swap the Skeletal Mesh
- In the Components panel, select:
SK_Mannequin (SkeletalMeshComponent, child of Mesh)
- In the Details panel:
- Change
Skeletal Mesh Asset → your custom mesh
- Keep:
- Anim Class =
ABP_GenericRetarget
Important:
ABP_GenericRetarget handles live retargeting automatically because your character uses the Manny skeleton.
- The IKRetargeter_Map already includes:
- RTG_UEFN_to_UE5_Mannequin
- This works with any Manny-compatible mesh out of the box