New mesh same skeleton

Hey Guys

Im playing around in UE4 and having a lot of fun. At some point i would like to use a different character than the default one from the free animation starter pack. So my question to you is:

Is it possible to create a new mesh (ex. blender) but use the same skeleton and animation ?
If yes, are there any good tutorials to learn from?

Thanks alot guys :slight_smile:

Yes. In the Massive Unreal Playlist on youtube in the unreal engine channel, they talk about retargeting. It is tricky. So first step open up the third person BP template and navigate to where the mannequin is and go into animations. Then choose any animation you want. I generally use walk. When persona opens look up top to export and it will export FBX.
Go into blender, import, and under import options goto animation tab and chose automatic bone orientation. Then delete the mannequin dude. select the rig and go into pose mode this will snap the rig right into T-pose. Go into wireframe mode and scale YOUR mesh to fit the height as close to the rig as possible. Do not move the bones, this can cause problems.
I usually move all the IK targets and twist bones to another bone layer so they arent in the way, weight paint and then export. NOTE: You can test the animation in blender but you may notice some wierd mesh deformation and think you need to adjust your weights but this can be misleading. Ive wasted hours trying to blend, increase weight or decrease trying to get good deformation and when I had it pretty good I imported it into unreal and it was flawless. So over time I have noticed that for some reason the mesh acts funny in blender but looks beautiful in unreal. So always import right into unreal and look for what you need to adjust.
Have Fun!