How To Replace The Default Mannequin With Mixamo Character in Unreal Engine 5.6

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Struggling to replace the Unreal Engine 5.6 default mannequin with a Mixamo character? You’re not alone, and today, I’m showing you exactly how to make it work.

In this step-by-step Unreal Engine tutorial, we’ll go through the retargeting system in UE5.6 so your Mixamo character can seamlessly use the third-person template animations. This solves a common problem many beginners face when moving from the default mannequin to custom models.

This video was inspired by @BonaMors, who pointed out in my previous tutorial on replacing the mannequin with a Paragon character that the same method doesn’t work for Mixamo models. They were right — so here’s the fix.

If you’re learning Unreal Engine, starting your game development journey, or making a career change into gaming, this tutorial will help you avoid frustration and speed up your progress.

We’ll cover:
1️ ⃣Recreating the Mixamo Animation Error
2️ ⃣Importing your Mixamo character into Unreal 5.6
3️ ⃣Retargeting for third-person animations
4️ ⃣Replacing the Mannequin Character with a Mixamo Character
5️ ⃣Create a Retargeter and Inverse Kinematics Rig (IK Rig)
5️ ⃣Troubleshooting common skeleton and pose issues

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   • How To Replace The Default Mannequin With ...  

00:00 Intro
01:46 Mixamo Animation Retargeting Error
05:15 Deleting Animations
05:41 Adding a Root Bone
08:02 Retargeting The Animations
09:31 Replacing the ThirdPerson Blueprint Character
10:35 Creating a Retargeter
12:42 Adding a Retarget Chain to Root
14:15 Adjusting Pose on Retargeter
18:09 Add Default Ops

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