Focused reference · Unreal Engine 5.8
Runtime retargeting
Retarget Pose From Mesh
- On the target Animation Blueprint, place
Retarget Pose From Meshas the base pose source. - Assign the IK Retargeter asset.
- Either enable Use Attached Parent and parent the target Skeletal Mesh Component to the source Skeletal Mesh Component, or explicitly provide the source mesh component.
- If the source mesh is hidden, set its Visibility Based Anim Tick Option to Always Tick Pose and Refresh Bones.
- Apply target-only overlays or IK after the retargeted base pose.
- Use Retarget Profiles when gameplay must override supported operation settings at runtime.
Runtime failure gates
- Frozen/default target -> wrong source component, wrong parent, missing retargeter, or source not ticking.
- One-frame lag -> component tick prerequisite/order; ensure source updates before target.
- Preview works, runtime breaks -> component hierarchy, LOD, visibility tick, graph order, runtime profile.
- Correct close-up, wrong at distance -> LOD strips required bones or disables the solver/node.
- Different clients disagree -> replicate gameplay state/targets, not final cosmetic bone transforms, unless the design explicitly requires pose replication.
Runtime retargeting saves exported assets and supports dynamic source characters, but it adds per-frame work. Profile the target platform and prefer exported sequences when runtime flexibility does not justify the cost.