You can import animation to any UE character with Animcraft for the UE toolkit.
The basic workflow is:

  • Extract selected UE skeletal mesh character to Animcraft
  • Import animation to this character with the merge tool
  • Export the animated result FBX with same bone structure back to UE as an animation asset

ue.mp4 (5.85MB)The workflow from Animcraft to Unreal Engine 4 (UE)

Pre-request

There are some basic concepts and steps you need to understand beforediving into Animcraft for UE.

Instructions

Preparation

  1. Make sure all necessary plugins are loaded. Load Plugins


Extract Character**

  1. In Animcraft main window, click File > Locate UE BP File. Copy the AcCmdBP.uasset, and paste it to the UE real asset folder. (anywhere is fine)
  2. Drag and drop this Blueprint anywhere in the current level to create an instance of this blueprint type.
  3. Click Animcraft Icon to get some setup.
  4. In Content Browser, select any character you want to import animation (the skeletal mesh type, pink one)
  5. Back to Animcraft main window, find the UETemp folder in Character Library, right-click Get Selected Character from Unreal Editor to extract character from UE.
  6. Now, you can preview the character in the Animcraft viewport.

Mapping Character
Before merging animation into character, you need to first map this character. Once it is done, you can skip this step for the repeated character.

  1. Mapping
    1. Load the template if there is one.
    2. If there isn’t template for this character, you can do it manually.
  2. Resume to T-Pose, and tweak some bones if it not perfect.
  3. Save T-Pose

Merge and Preview
This step merge your UE character with Animations in library.

  1. Select the current character in Library, enable Merge Mode.
  2. Go to Animation Library, and click any animation.
  3. You can preview the result in 3D viewport.

Import Animation
After merging, you can export the FBX back to UE

  1. Click the green button Unreal Engine to send it to UE. The FBX file will be placed in your content browser near the skeletal mesh and saved as an asset.