# Assign assets to Player

Open the Player blueprint, select the skeletal mesh and assign it the skeletal mesh based on the skeleton of choice.

<figure><img src="https://lh7-us.googleusercontent.com/YfsDjsztQhuHfOwWpZOoRDmYptJGUwNAmZXiJT4XyWZyfLfIsrL8y0b3C6_3nDNmDVR5ACt_OnSrKVPmYEpJhlvcy_4fhyWXnhLQO6qrAZW8B8u1Gsj9l42PzpV9v8Cxe4sZKFauVnL6y4X7-Gzyig" alt=""><figcaption></figcaption></figure>

Set the animation blueprint to the one just created.

<figure><img src="https://lh7-us.googleusercontent.com/3N-6FWx7i_Hf67VkYXYYoJFlpmH18HS0EcoJ1O2BS-jcB8XaP_JpMP3qZSESygZP8dmwFAkfSMoKGj4_Kpgtncd_sv_CwIMlAibzilT0QZj9TOkn_R4a-ppx2h4eGORTMJebnoKe-KrhRVYJktVdvA" alt=""><figcaption></figcaption></figure>

Select class defaults and update all the mappings assets to the one created.

<figure><img src="https://lh7-us.googleusercontent.com/xyKCBTlwRM32xDzNUwv9AdJHrgIB9Bbkt4Svvmo9mmPmi8YGVofbcokW-Y_kdp489D799-LyiFrp2DgoFMqVb9voIES22YmwCpT5rJfvnCXGYso2rNrhYJEfxTq72h2aTZCV8jQTv0lRwF3Nu5aFhQ" alt=""><figcaption></figcaption></figure>


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