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January 20, 2026

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.

I also added the ability to switch the SkeletalMesh from Manny to Quinn in the ‘ALS_Manny_CharacterBP’ class, along with applying a different default Overlay pose (press M key).

Comments (10)

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Stephen Jones · June 19, 2026

Does any of this project work with mac?

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Jakub W · June 20, 2026

Not at the moment. By default, there is currently no way to run AGLS on MAC cystem. However, this may change in the near future. Personally, I’m not able to prepare and test AGLS on that platform because I don’t own any Apple hardware and have never worked with it. That said, some users of the project recently showed me what would need to be fixed in order for AGLS to run on macOS. The main issue is the C++ code, as the Xcode compiler requires additional configuration to generate the necessary binary files. If I manage to prepare those changes and someone is able to test them successfully, I’ll mention that AGLS should then be available for macOS.

H
Haitham Bj · May 8, 2026

Hi, kindly a simple explanation of playing with custom mesh! for example, which Player_BP to copy to modify with my custom mesh, and what animation file to retarget. yes, i have been hours going through out this issue. thanks for your effort

D
Damaris Harden · April 4, 2026

Is it possible to retarget to Quinn instead of Manny? I was having difficulties trying to figure it out.

F
Fibonachie · January 28, 2026

I cant see the download file for the retargeted version i always end up with the ue4 manny

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Jakub W · February 1, 2026

Simply go to another level (only for UE5.7). In this case, open 'DefaultLevel-MannyRetarget'. Additionally, the Metahuman retarget files are located in '/Game/Characters/MetahumanTaro' (tutorial about how to setup a new character for a player: https://youtu.be/MigrGbe8EEM?si=n-NNf7hjnLNI4im3)

T
Theo Wilson · January 25, 2026

Hi Jacob — I’m trying to separate the Dodge key from the Crouch key, but I can’t seem to find where the input binding is defined. Could you point me to the specific file in the AGLS 1.7 project where those inputs are handled? I’ve searched through the input and character controller scripts but may be missing it. Thanks in advance.

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Jakub W · February 1, 2026

Hi. If you’re still having this issue, I’ll try to point you to the script related to it. In general, Roll and Crouch are both bound to the same Enhanced Input Event. The difference is that there’s a macro that detects whether the key was pressed twice or not. You should look for this separation in ALS_Base_CharacterBP → PlayerInputGraph → (INPUT) StanceAction https://snipboard.io/y6mYed.jpg

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Сергей Расторгуев · January 22, 2026

Is this just info post or i need to re-download 5.7?

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Jakub W · January 22, 2026

Hi. If you downloaded the version for UE5.7 before January 22, it would be worth downloading the files again not because of the retarget but because of the bug fixes.