Reference
FAQ
Short answers to the questions that come up most.
Do I need Blender or Mixamo?
No. The whole pipeline runs inside the Unreal Editor.
Does it work on non-humanoid characters?
It fits the Manny skeleton, so it expects a humanoid: two arms, two legs, one head. A creature with a tail, wings, or four legs is out of scope.
Does the character need to be in a T pose?
A neutral A pose or T pose works best. What matters is that the arms and legs are apart and the character is standing straight along the world axes, since the mirror plane comes from your markers.
Can I edit the skeleton afterwards?
Yes, it is a normal USkeleton. But if you change bone names or orientations you lose Manny compatibility, and retargeting stops being automatic.
Does the plugin ship in a packaged build?
No. It is an editor plugin. The assets it generates are normal assets and ship as usual.
Can I use my own template mesh instead of Manny?
Not currently. The Manny bone table and the Manny weight source are compiled into the plugin.
What happens if I regenerate?
The previously saved SK_ and SKEL_ assets are overwritten. Anything referencing them keeps working.
Why are my twist bones not moving?
They are placed at their parent and have no driver in a generated rig. Drive them from an Anim Blueprint or a control rig if you need them.