This tutorial shows how to export characters from AccuRig to Unreal Engine. You will learn how to export the character and retarget the bones for use in Unreal Engine 5.5.
Exporting from AccuRig
I have already made a complete tutorial showing you how to use AccuRig
I make sure I use the A-Pose and then export the character as an FBX
I make sure that the Target Application is Unreal and I use the Original option for the textures
Importing into Unreal
Download and install the Auto Setup for Unreal Engine
I will be using the third person template in Unreal
Under the Edit menu, under Plugins, I activate Character Creator & iClone Auto Setup and restart the engine
Under the Characters folder, I create a new folder
I then create a folder for the character in this new folder
In a new folder, I import the character
I will leave everything at default except under the Skeletal Meshes options, under the Common Skeletal Meshes and Animations panel, I activate “Use TOAs Ref Pose” to avoid any anomalies with the skeleton
I also make sure to activate Import Morph Targets
NOTE: If you are using a version earlier than 5.5.3, you will find this option under the Advanced options
Set up an IK Rig
I make a new folder for rigs
In the Characters folder, I open the Mannequin_UE4 folder and then open the Rigs folder
I select the IK_UE4 and RTG_UE5 blueprints and copy them to my character rigs folder
I rename both blueprints [F2]
I open the IK blueprint and change the Preview Skeletal Mesh to the character I imported
If I click on Reset, I can make sure the character will be in the correct position
Once I save this, I now have an IK rig
Retargeting the skeleton
I open the Retargeting blueprint and change the IK Rig Asset to my character
I then save
In the Asset Browser, I can look for an animation and export it into a new folder
I can export as many animations as I wish into the Animations folder