 So, if you're serious about using Unreal, then I highly, highly recommend you just re-rig all of your characters using the Unreal 5 skeleton as your base. Seriously, if you just straight-up open the FBX file out of Unreal 5's mannequin and do a mega basic crude wait-paint job, like no rigging, just wait-painting, like you can see here I didn't add any IKs, no FKs, no NURBS, no controls whatsoever. If you just wait-paint your character using the Unreal rig and then do a standard FBX export, then when it gets to Unreal, under skeleton, it will recognize that the skeleton is exactly the same as its native default. And then, within 5 seconds, if you browse to the blueprint of the Unreal demo character, double-click, and on the right, under Mesh, if you click, you can straight-up just set it to your own character. Save, press play, you're done. Zero retargeting necessary. You can test your game with a new character and it will have access to all the standard Unreal animations like running, idle, jumping, whatever. So use the Unreal skeleton as your base. It will save you so much time when creating new characters you want to add to your game. Hope that helps and as always, hope you have a fantastic day and I'll see you around.