Retarget a Mixamo animation to a MetaHuman character
Retargeting a Mixamo Animation to a MetaHuman Character is very simple, and uses the standard UE5 workflow. You can read more about the UE5 retargeting system here: https://docs.unrealengine.com/en-US/ik-rig-animation-retargeting-in-unreal-engine/.
The UE5 Mixamo Animation Retargeting plugin automatically performs all the configurations needed by UE5.
NOTE If you're interested in retargeting a Mixamo animation to the UE4/UE5 Mannequin, please check the dedicated tutorial.
Video Tutorial
This video tutorial shows the complete process on how to retarget a Mixamo animation to a MetaHuman character, including how to import a MetaHuman character and a Mixamo animation into your project.
For help retargeting a Mixamo animation to the UE4/UE5 Mannequin, please check the dedicated tutorial.
How to - step by step
To retarget a Mixamo animation to a MetaHuman character:
- if possible, we suggest to download the desired Mixamo animations skinned on the 
passive_marker_manMixamo character (this setup usually produces better retargeting results);
 - if not already done, run the plugin's Retarget Mixamo Skeleton Asset action on the Mixamo skeleton associated with the Mixamo animation (please read the detailed instructions if needed);
 - when the plugin asks for the retarget source skeleton, ensure to select the skeleton named 
metahuman_base_skel(usually located at/MetaHumans/Common/Female/Medium/NormalWeight/Body/). This is the skeleton used by MetaHuman. If it's missing, ensure to import a valid MetaHuman character in your project. - if the plugin fails reporting that the skeletal mesh 
f_med_nrw_bodyis missing (usually located atMetaHumans/Common/Female/Medium/NormalWeight/Body/, corresponding to the default Female - Medium - Normal Weight body), import into your project an additional preset MetaHuman character having this asset. This skeletal mesh is the one that must be used to produce optimal retargeted animations.
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open the IK Retargeter asset named
RTG_<Mixamo-Skeleton>_metahuman_base_skelthat has been created by the plugin, saved in the same directory as the Mixamo skeleton. It's used to retarget animations from the Mixamo character to the target MetaHuman skeleton.

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in the IK Retargeter editor, select an animation from the Asset Browser (double click on it to preview it in real-time);

 - press the Export Selected Animations button;
 - select the destination directory where saving the new retargeted animation;
 - Done :) You'll find the new retargeted animation in your Content Browser.
 
The new retargeted animation can be used with your MetaHuman character playing it on the Body Skeletal Mesh Component. For a quick preview:
- open the MetaHuman Blueprint actor class (for example 
Content\MetaHumans\Hudson\BP_Hudson); - select the Skeletal Mesh Component named 
Body; - set the Animation Mode property to Use Animation Asset;
 - set the Anim to Play property to the retargeted animation.