Getting professional motion capture animations into Unreal Engine 5 doesn't have to be complicated. Whether you've purchased animations from a marketplace like MocapWork, recorded your own mocap session, or downloaded free assets, this guide will walk you through the entire import process from start to finish.
By the end of this tutorial, you'll have your mocap animations playing on a character in UE5, ready for use in your game or cinematic project.
Prerequisites & File Formats
Before we begin, let's make sure you have everything you need:
- Unreal Engine 5.1 or later (this guide uses UE5.3, but the process is similar across versions)
- FBX animation files – the industry standard format for mocap data
- A compatible skeleton – most marketplace animations target the UE5 Mannequin or Mixamo skeleton
Check what skeleton your animation targets before purchasing. At MocapWork, all our animations are rigged to the UE5 Mannequin skeleton with Mixamo compatibility, making imports seamless.
Importing Your FBX Animation
Let's get your animation file into Unreal. This is the most straightforward part of the process.
In UE5, navigate to the folder where you want to store your animations. We recommend creating a dedicated folder like Content/Animations/Mocap to keep things organized.
Right-click in the Content Browser and select Import to /Game/... or simply drag and drop your FBX file directly into the folder. The FBX Import Options dialog will appear.
This is where the magic happens. Set Skeleton to your target skeleton (usually SK_Mannequin). Under Mesh, uncheck "Import Mesh" if you only want the animation. Enable "Import Animations" and set the animation name.
Skeleton Setup & Configuration
The skeleton is the foundation of your animation system. For mocap to work correctly, your animation's skeleton hierarchy must match your character's skeleton—or be properly retargeted.
Using the UE5 Mannequin Skeleton
If your animation targets the UE5 Mannequin (which most marketplace animations do), you're in luck. The setup is minimal:
- Enable the "Third Person" template content in your project if you haven't already
- Locate SK_Mannequin in the Characters/Mannequins folder
- When importing, select this skeleton in the import dialog
Mixamo Skeleton Compatibility
Many animators work with Mixamo's skeleton structure. If your animation uses Mixamo naming conventions, UE5's retargeting system can map bones automatically. Just ensure you're using the IK Retargeter for accurate motion transfer.
Basic Retargeting to Your Character
Have a custom character that doesn't use the standard mannequin? No problem. UE5's IK Retargeting system makes it relatively painless to transfer animations between different skeletons.
Right-click your skeleton asset and select Create > IK Rig. Define the retarget root (usually the pelvis/hips) and create IK chains for the spine, arms, and legs.
In the Content Browser, right-click and select Animation > IK Retargeter. Set your source IK Rig (the mocap skeleton) and target IK Rig (your character's skeleton).
UE5 will attempt to auto-map chains based on naming. Review each chain mapping and adjust any mismatches. Pay special attention to the spine and fingers.
With the retargeter configured, right-click your source animation and select Retarget Animations. Choose your retargeter and export to create a new animation asset compatible with your character.
Using in Animation Blueprints
Now that your animation is imported and (optionally) retargeted, it's time to actually use it in your game.
Simple Playback
For cinematics or simple playback, you can directly assign the animation to a Skeletal Mesh Component or use the Play Animation node in Blueprints.
Animation Blueprint Integration
For games, you'll typically want to integrate mocap animations into an Animation Blueprint. Here's a basic setup:
- Open your character's Animation Blueprint
- In the AnimGraph, use a State Machine to organize different animation states (idle, walk, run, etc.)
- Add your mocap animation as a state or blend it with existing animations using a Blend Space
- Set up transitions based on gameplay variables like movement speed
Use Animation Montages for one-off animations like attacks, emotes, or interactions. This keeps your state machine clean and gives you more control over blending and interruption.
Common Issues & Fixes
Even with the best preparation, you might encounter some hiccups. Here are the most common issues and how to fix them:
Animation Looks Jittery or Broken
Cause: Frame rate mismatch or keyframe interpolation issues.
Fix: In the animation asset settings, check that the sample rate matches your source (typically 30 or 60 fps). Enable "Force Root Lock" if the character is drifting.
Character Floats or Sinks into Ground
Cause: Root bone offset or retargeting height mismatch.
Fix: Adjust the "Pelvis" bone offset in the retargeter, or enable "Reset Root Translation" if you don't need root motion.
Fingers or Face Look Wrong
Cause: Incomplete bone mapping or different finger hierarchy.
Fix: Manually map finger chains in the IK Retargeter. For facial animation, ensure your character has compatible blend shapes or bones.
Animation Doesn't Loop Smoothly
Cause: Start and end poses don't match.
Fix: Enable "Loop Animation" in the asset settings. For better results, use the curve editor to blend the last few frames back to the start pose.
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Importing motion capture animations into Unreal Engine 5 is a straightforward process once you understand the workflow. Remember the key steps: import your FBX with the correct skeleton, set up retargeting if needed, and integrate into your Animation Blueprint.
The quality difference between keyframed and mocap animations is immediately noticeable—your characters will move with the weight, timing, and nuance that only real human motion can provide.
Have questions about working with mocap in UE5? Drop us a message through our contact form, and our team will be happy to help.