Custom-Skeletal-Meshes
Updated May 25, 2026
Hyper character frameworks support custom skeletal meshes
through child mesh setups, Copy Pose From Mesh, and Leader Pose workflows. Use
the approach that best matches your character pipeline.
For shared setup
guidance, see the Migration
Guide and Integration
Guide. Use the System Atlas to look up
functions, variables, events, components, and ownership references. Use this
page for custom skeletal mesh setup in Hyper locomotion and character systems.
If you want to know how to setup your own characther, please take a look at
this. This section is about infomration arround copy pose from mesh which
could be usefull info if you want to know how leaderposing works.
Related Videos
Some videos may have been recorded before V4. The same
principles still apply, but asset names, component names, and folder locations
may differ. Treat the current written documentation and V4 names as the source
of truth.
Retarget a Paragon Character to use in your Mannequin based Anim BP PlayThis is an old devlog about a Characther creator we worked on. Due to Muteable we have not released and and are working on something else (muteable based preferably) Play
Change the Skeletal Mesh
In MST Starter, Plus, or Pro, the simplest setup is to
replace the child skeletal mesh on the Character Blueprint.
- Select the child SkeletalMesh component in the
Character Blueprint. - Choose the new Skeletal Mesh Asset in the Details
panel. - Remove or replace any Echo-specific grooms, such as
eyebrows or hair, if your mesh does not need them.

Copy Pose From Mesh Workflow
This approach uses a lightweight Animation Blueprint,
such as ABP_Echo_RealTimeRetarget,
on the child skeletal mesh. The Animation Blueprint uses Copy Pose From Mesh
so the child mesh follows the parent mesh’s animation.

For modular or multi-mesh characters, assign the same
compatible Animation Blueprint to each child skeletal mesh so the pieces
animate together.
Leader Pose Workflow
If you are building from scratch, you can use Set Leader Pose Component
in the Character Blueprint construction script instead of a separate Animation
Blueprint.
- Add a child SkeletalMesh component under the default
character mesh. - Assign the custom Skeletal Mesh Asset.
- Make sure the child SkeletalMesh does not have an
Animation Blueprint assigned. - Open the Character Blueprint construction script.
- Add Set
Leader Pose Component. - Connect the child skeletal mesh to Target.
- Connect the parent skeletal mesh to New Leader Bone Component.
- Compile and test that the child mesh follows the
parent animation.

The same technique can be used for multi-mesh characters.
