Quick answer: Most broken Mixamo retargets come from the rest pose mismatch (Mixamo's T-pose against the Mannequin's A-pose), wrong chain mapping, and Mixamo's missing root bone. Align the retarget pose in the IK Retargeter, check the chain list, and either use in-place clips with character movement or add a root bone before import for root motion.

Mixamo is the fastest way to get placeholder or even final animations onto a UE5 character, and UE5's retargeting tools have become much better at it. The remaining problems are predictable, because the Mixamo skeleton differs from the UE5 Mannequin in three specific ways.

Why Mixamo is different

Step 1: download and import correctly

  1. In Mixamo, download one animation With Skin (FBX Binary) to get the skeleton, and the rest Without Skin.
  2. For locomotion, decide now: tick In Place if you will move the character with Character Movement (the usual choice), untick it if you need root motion.
  3. Import the With Skin file as a skeletal mesh to create the Mixamo skeleton, then import the other animations onto that skeleton.

Step 2: retarget with aligned poses

In recent UE5 versions you can right-click the Mixamo animations and choose Retarget Animations, pick the Mixamo mesh as source and Manny as target, and let the editor generate the IK Rigs and retargeter. If the preview looks wrong, open the generated IK Retargeter and fix the pose:

Step 3: check chain mapping

In the retargeter's chain mapping list, every source chain should map to the matching target chain: Spine to Spine, LeftArm to LeftArm, each finger to its finger. Auto-mapping usually gets this right; when one limb is wrong, it is usually a chain mapped to the wrong side or to None. Mixamo fingers have one fewer bone than the Mannequin's, which is fine as long as the chain endpoints are correct.

Step 4: hips, height and root motion

Step 5: export and verify

Export retargeted animations from the retargeter (or the Retarget Animations dialog) into a folder for the Mannequin skeleton. Spot-check a walk, a run and something with arms above the head; those three reveal nearly every remaining pose or chain mistake.

Animation bugs players notice

Players rarely describe animation bugs precisely. Bugnet's Unreal SDK lets your UMG menu call ReportBug() to file a report with a screenshot and the player's context, which turns “my arms went weird when I climbed” into something you can find.

Frequently asked questions

Why are the arms twisted after retargeting Mixamo animations in Unreal?

Mixamo uses a T-pose and the UE5 Mannequin uses an A-pose. Align the retarget pose in the IK Retargeter so the arms match before exporting.

Do Mixamo animations have root motion in Unreal?

Not by default. Mixamo has no root bone, so motion is on the hips. Add a root bone before importing, or use In Place clips with Character Movement.

How do I retarget Mixamo animations to Manny in UE5?

Import the Mixamo character and animations, right-click the animations, choose Retarget Animations, select the Mixamo mesh as source and Manny as target, check the retarget pose and chain mapping, then export.

Fix the retarget pose before touching anything else. Most "broken" Mixamo retargets are a T-pose against an A-pose.