So, you’ve captured a take with Mimem.AI and you’re eager to see it running in Unreal Engine. Fantastic! Below is the most straightforward path: export an Unreal-ready FBX from mimem, import it into UE, and retarget it to Manny (or Quinn) in a few clicks.
Works on UE 5.3+. No special plugins or Blueprint setup needed
1. Export from Mimem.AI
- Go to mimem.ai and process your motion. Check Getting Started guide.
- Make sure to enable “Insert t-pose at keyframe 0” in the “review” step before processing the animation
- Click Download → choose Unreal Engine.
- This FBX uses an Unreal-compatible skeleton, which makes retargeting simple.
2. Import the FBX into Unreal
- Open your UE project (the Third Person template is perfect).
- In the Content Browser, pick or create a folder for your clip (e.g.,
Content/Animations/Mimem/
).
- Drag-and-drop the FBX into the Content Browser.
- In FBX Import Options, set:
- Import Skeletal Mesh: On
- Import Animations: On
- Import Materials/Textures: Off (we’ll retarget to another character)
- Click Import.
You should now see: a Skeletal Mesh, a Skeleton, a Physics Asset, and an Animation Sequence. Double-click the Animation Sequence to preview the motion on the Mimem character.


3. Retarget to Manny or Quinn (Auto Retarget)
- In the Content Browser, right-click your Animation Sequence → Retarget Animations.
- In the Retarget window:
- Source Skeletal Mesh: already set (the Mimem skeleton from import).
- Target Skeletal Mesh: search for and select
SKM_Manny
(orSKM_Quinn
). - Auto Generate Retarget: On (leave enabled).
- In the list, select your animation and click Export Animations.
- When prompted to rename, add a suffix like
_Manny
(example:Run_Manny
) and confirm.
Result: A new Animation Sequence appears—your motion on Manny/Quinn.



4. Advanced: finer control with a Retargeter (RTG) asset
If hands/feet need tighter contacts on a different body shape, use a Retargeter for more control:
- Right-click the original (source) Animation Sequence → Retarget Animations.
- Click Export Retarget Assets (instead of Export Animations). UE creates an RTG asset.
- Open the RTG. In the Asset Browser, double-click your animation to preview source vs. Manny side-by-side.
- In the RTG toolbar/settings:
- Enable IK for feet and hands chains.
- Increase Blend To Source on those chains until contacts look right.
- Click Export Selected Animations in the Asset Browser to generate the tuned versions.


Troubleshooting
- Can’t find Manny? Use a Third Person template, or search
SKM_Manny
in the Content Browser.
- Export button is greyed out in the retarget window: set Target Skeletal Mesh to
SKM_Manny
/SKM_Quinn
, then try again.
- Foot Sliding: If you notice foot sliding, make sure to check our article on How to Get Accurate Foot Tracking
- Lifelike Finger Tracking : getting accurate finger motion will make your animations much more convincing. Make sure to checkout How to Get Accurate Hand and Finger Tracking
You’re done 🎉
That’s all it takes to see your Mimem.AI performance running on Manny/Quinn. From here, you can drop the retargeted clip into Sequencer, or plug it into an Animation Blueprint for gameplay. Happy animating!