# Body Bone Mappings

Open the body bone mappings asset and set a skeletal mesh that uses the same skeleton used by the hand bone mappings.

<figure><img src="https://lh7-us.googleusercontent.com/i9RjvTNoGq_zP_5Qp40cgk91nc-QAPpoETGsM3eSuvJg4VYTbU5IL6-08d0IU_DU4w_PKmT_RNiQbo6G_D-yjlj7TkQJZrAvFLQpZJsJo6PJFWsoH1TxOSudn2ho8k6Xw_38zhx1ejuPWtNIYPXMaw" alt=""><figcaption></figcaption></figure>

Next press the Auto-fill bone mappings button.

<figure><img src="https://lh7-us.googleusercontent.com/ZmjKs0gZczB-NRZ23iKLsWvLmErzg6FPR_pgkes5TycmKLOXUsKfFNETR0Dya8YOpEEtRkcEBchm7mkSfejFGavaKdSJeMKYGtf-fPBSIRBLRFJqe1cVhB2oxONSrzhiyu7VRDRFUZ6Nw0VfRoeVDg" alt=""><figcaption></figcaption></figure>

As per the hand bone mappings, review that all the auto-assigned bones are correct. The skeleton in this example did miss the football bones.&#x20;

<figure><img src="https://lh7-us.googleusercontent.com/uH4TkaSW6jkW8H8AO4avDpV9DVfg9W46_qgp-phMygV93FtToOLszoqw8-wc9nHxI4rEukpz9F6pwZubpQqNhHBs77rWhY753xkfslez7lVHNSNQvWQ9I1i6eG4YEZUbWfZVBeyVOvl258JRS91g1g" alt=""><figcaption></figcaption></figure>

Again, as per the hand bone mappings, depending on the skeleton certain bones may be completely missing. If that is the case, press Auto-fill excluded bones.

<figure><img src="https://lh7-us.googleusercontent.com/ciwPzh0CKydY30ThRugDQ01VhY6QOvpzlpNnIKljE7VfHW9MlXr2pB8qxjMu7xXri0eIWB25u8BMGcqclAwnkhf7YbcnXoJ9IzWeItSWzShetn_eIVSOKXXgDc9EpDdL_8nKKTWXMUYxKHFPIy9IBQ" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-us.googleusercontent.com/qrsJ4M_ZZdWy2tLb3WXX2Ck0ytmmHiycBQYCJJVjx9t-72NMFWlE09eoybbvkDOkSoWGMXRurAM-DLIM8A9M6xNUpJDsy6Us4bpjk8EWX4WXfMhOhq8Ii8-em6XNSkYo36ck8ZU2an75TF5n_2YKEg" alt=""><figcaption></figcaption></figure>

Next the head rotation of the skeleton may need to be adjusted, use the head delta to fix any unexpected rotations in the head.

<figure><img src="https://lh7-us.googleusercontent.com/oBmCG291whYMmlqi66qdwruFlPVotD04kj0R2gPw89hy0lDZprstSn4rdrcJB5C_pmqvu0304cMPi7ks3jVO-hevg5UT2HVqXcVaC-_lyjGvWz1snckBg-kR23ML34AvVv6KOXMaRqNwB4PTYA1OSg" alt=""><figcaption></figcaption></figure>

Finally, make sure that the skeleton specified has its Y axis forward using Epic’s skeleton convention. If this is not the case and the skeleton used has its X axis forward for example change the SkeletonMeshFacingForwardAxis property value. There are two ways to find out the skeleton facing forward axis:

1. In the viewport of the body bone mappings use the skeletal mesh forward facing and the viewport axis gizmo in the bottom left.

   <figure><img src="https://lh7-us.googleusercontent.com/iuLxgXGp5iGkeXh7Baw7Sm_fANLu8HwgpBF4F6tG9801opmEGvi4ro-M6-1I6gVUFfgeJjV13AhMgKJH7HYTr46u1j3g-lSLfoSMJQSv_iPy4JRfAAymz5vz48-jjfnxpKwC60a25cxTpFeuv8HcFw" alt=""><figcaption></figcaption></figure>
2. Drag and drop a skeletal mesh that uses the skeleton that has been used so far in a level and observe the forward pointing axis when working in relative space.

   <figure><img src="https://lh7-us.googleusercontent.com/lTRXWn_a_NSzvhF1f-Jwo4nqopp9TiV2U5c7mUwFF1PwDK0C0WvLD2vrfbh8KvTyt6bWa-DwFwjlif--YxsbEmKRFroQ_WjFLD0emdM_rWB7l9JiyJmwhGdYoh2ZYpel3d_8mCplWjWIXhWCHdlCrQ" alt=""><figcaption></figcaption></figure>


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