Unreal Engine 5

Last updated 5 September 2026

What you are importing

Download the FBX. It contains your character's skeleton with the animation baked onto it, using the same bone names as the file you uploaded. Because the motion was generated on your rig, there is nothing to retarget: it imports straight onto the Skeleton asset your character already uses.

If you uploaded a character that had no skeleton and Mocapless built one, import the rigged FBX from your library first (Character panel → download) so Unreal has the matching Skeleton asset.

Import the animation

In the Content Drawer, click Import and pick the FBX. In the FBX Import Options dialog, set Skeleton to your character's skeleton, make sure Import Animations is on, and turn Import Mesh off - you want the animation only, not a second copy of the mesh.

Leave the Animation Length at Exported Time. Click Import. You get an Animation Sequence asset next to the FBX name; open it to scrub through it on your character.

Scale and orientation

Unreal works in centimetres, Z-up. Mocapless exports in the units and axis your original file used, converted by the FBX exporter, so a character that imported correctly before imports correctly now. If the animation comes in at the wrong size, set Import Uniform Scale to 100 (metres → centimetres) or 0.01 (the other way) and re-import; if it faces the wrong way, toggle Force Front XAxis.

Root motion

Travelling motions (walks, runs, leaps) carry their movement on the root/hips, with the feet planted. To drive the capsule from the animation, open the Animation Sequence, expand Root Motion in the Asset Details and enable Enable Root Motion; then set the Animation Blueprint's Root Motion Mode to Root Motion from Everything (or from Montages Only if you play it as a montage).

For in-place use - a locomotion blend space that moves the character itself - leave root motion disabled and set Root Motion Root Lock to Ref Pose or Anim First Frame so the character stays under the capsule.

Loops

Clips generated with the loop option start and end on the same pose; tick Loop in the sequence's asset details and they cycle cleanly. Clips that are not loops (a sit-down, a punch combo) are one-shots: play them from a montage or a state with no looping.

MetaHuman and Manny/Quinn

Upload the character's skeletal mesh exported from Unreal as FBX (right-click the Skeletal Mesh → Asset Actions → Export). Its bone names (pelvis, spine_01, thigh_l ...) are recognised, and the animation you get back imports onto the same skeleton without an IK Retargeter.

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