UNREAL ENGINE 5.7 - AGLS V1.7.0 | Retarget To UE5_Manny And MetaHuman Update
For AGLS v1.7 on UE5.7, I managed to significantly improve the quality of retargeting to a skeleton that follows the bone structure preferred by Unreal Engine 5. The entire setup is still based on real-time retargeting, but with newer engine versions, Epic Games has expanded and improved the tools and features related to this aspect of the engine. I think the current configuration handles hand and finger placement much better. Additionally, the current solution no longer requires making runtime changes to the IK Rig via Blueprint (for example, adjusting the BlendToSource value during gameplay).
I also left MetaHuman related assets in the project. In this case, however, I used a simplified bone structure and merged multiple SkeletalMeshes into a single asset. I think this can still serve as a helpful reference for how to replace the default player mesh.
It’s important to remember that many aspects of retargeting depend on the final SkeletalMesh and its structure. Even if the bone hierarchy is compatible with a UE4 or UE5 mesh, an individual approach may still be required. This means that, in some cases, creating your own rig assets based on my examples may be necessary to achieve more accurate retargeting.