UEFN Mannequin versus Manny and Quinn
Most Unreal Engine projects and asset packs Manny and Quinn as character templates. This includes Lyra. That said, the Game Animation Sample pack uses the Unreal Editor For Fortnite (UEFN) mannequin for all of its animations and for its motion matching system.
These templates are almost compatible out of the box, but may need some modifications to work properly.
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On SK_Mannequin, rename the virtual bones between the hands to VB Hand_r_Hand_l and VB Hand_l_Hand_r.
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If you are using SKM_Manny or SKM_Quinn for your character, open these assets with the skeletal mesh editor plugin, and add a bone named Attach just below the root bone.
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Open both SK_Mannequin and SK_UEFN_Mannequin, and make them compatible with one another.
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Stranglely, setting the retarget source asset on the animations to SKM_UEFN_Mannequin breaks the overlay system.
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Retarget all animation sequences used to SKM_Manny.
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Set the skeleton used for all other animation assets to SK_Mannequin.
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When playing animations authored on SKM_UEFN_Mannequin on Manny or Quinn, the neck and head appear to be sinking into the body. This can be resolved by removing translation data on the bone Spine_05.
You should now be able to freely swap out skeleons between animation assets.