Skeleton retargeting - strange mesh animation deformation

I did retargeting for a skeletal character from HeroTPP_Skeleton (Unreal example pack) to one of typical Unreal mannequins and an animation of the mannequin looks strange. Have I missed smoothing?

The animation is called “RoaddieRuns” so im assuming this came from a foreign skeleton. Wen retargeting, the main things is to make sure they both have the exact same pose when you do it. Most skeletons are in a T pose the but the UE4 mannequin by default is not. you have to go into the Skeleton tree and individually rotate bones until they look the same, save the pose, then retarget. Also, if you click that “Show Advanced options” check box on the skeleton tree, youll see that there are different options for how each bone should be retargeted, make sure that those are the same on both skeletons.

Thank you for your answer. Yes, it’s this animation and the skeleton is different. My question: Is it possible to save the changed bone locations/rotations for a skeleton in Persona for an animation? It changed in Persona for the animation, but when I use teh anim in Animation Blueprint, the anim is original one (with the previous bone locations/rotations). In other words, is it possible to tweak na anim in Person and save it?

not quite sure exactly what you mean. I think you mean you tried to move them to the correct spot after the retargeting didnt work? I would just re-retarget the skeletons. I made a tutorial a while ago that might help UE4 How to retarget first person arms and third person skeleton correctly - YouTube I usually try not to move any of the bones around as it causes all sorts of weird problems.