Pose Library & Management Toolkit
Pose Library & Management Toolkit
Section titled “Pose Library & Management Toolkit”Module: Animation · Category: PoseAsset · Tool ID:
PoseAssetBrowser
A two-tab toolkit for managing PoseAssets — facial poses, additive pose libraries, and any other pose-driven animation workflow. Browse & Inspect walks every PoseAsset in the project with search, audit, and tagging. Create & Assign opens UE’s native PoseAsset factory dialog and finds every PoseAsset that’s compatible with a given Skeleton.

When to use it
Section titled “When to use it”- Auditing facial-pose libraries — finding duplicates, oversize assets, broken references
- Onboarding to a project — getting a roster of every pose-based asset in one view
- Setting up a new MetaHuman or character — finding which existing poses can be assigned
- Tagging poses for downstream tooling (a custom AnimBP, a runtime selector, etc.)
When not to use it
Section titled “When not to use it”- Don’t use this to edit individual poses — pose editing happens in UE’s PoseAsset editor
- Don’t expect this to handle non-PoseAsset facial animation — it specifically targets
UPoseAsset
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Pose(or browse to Animation → PoseAsset) - Click the tool card
- Use the tab bar to switch between Browse & Inspect and Create & Assign
Tab 1 — Browse & Inspect
Section titled “Tab 1 — Browse & Inspect”Project-wide PoseAsset roster.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Scan Path | Folder to recursively scan. Default /Game. |
| Search box | Filter by asset name |
| Scan button | Walks every UPoseAsset under the scan path |
| Export CSV | Saves the result set to a CSV file |
| Stats | Total PoseAssets, total poses across all assets |
| Results list | Per-asset row: name, skeleton, pose count, duplicate-name flag, file size, issue summary, severity, tags |
Severity coding
Section titled “Severity coding”| Severity | Meaning |
|---|---|
| OK | No detected issues |
| Warning | Duplicate pose names within an asset, suspicious size |
| Error | Broken skeleton reference, malformed asset |

Workflow
Section titled “Workflow”- Pick a scan path, click Scan
- Walk the results — anything yellow or red gets a manual review
- Use the search box to narrow to a specific naming convention or batch
- Export CSV if you want to slice further in a spreadsheet
Tab 2 — Create & Assign
Section titled “Tab 2 — Create & Assign”PoseAsset creation and skeleton compatibility checking.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Skeleton picker | Drop a Skeleton asset to look up compatible PoseAssets |
| Find Compatible Poses button | Walks every PoseAsset and lists those built on the picked Skeleton |
| Create New PoseAsset button | Opens UE’s native PoseAsset factory dialog |
| Compatible Poses list | Per-asset row: name, skeleton, pose count, file size |
Workflow
Section titled “Workflow”Find compatible poses for a Skeleton
Section titled “Find compatible poses for a Skeleton”- Drop a Skeleton into the picker
- Click Find Compatible Poses — every PoseAsset built on that Skeleton appears
- Single-click pings the asset; double-click opens the PoseAsset editor
Create a new PoseAsset
Section titled “Create a new PoseAsset”- Click Create New PoseAsset
- UE’s native factory dialog opens — pick the source AnimSequence and Skeleton as usual
- The new asset is created in the Content Browser
Settings reference
Section titled “Settings reference”| Field | What it does | Default |
|---|---|---|
| Scan Path | Folder to scan in Browse tab | /Game |
| Search | Substring filter | empty |
Settings are persisted to
[Project]/Saved/EQLabs/Settings/PoseAssetBrowser.json.
Output
Section titled “Output”- In-panel lists — cleared on each rescan
- CSV export — full Browse tab result set written via the platform’s save dialog
- New assets — the Create button creates a real PoseAsset via UE’s factory; appears in Content Browser
- No in-place edits — auditing is read-only
Tips & gotchas
Section titled “Tips & gotchas”- The Skeleton-compatibility check looks at hard references — a PoseAsset bound to a different Skeleton with an identical bone hierarchy still won’t show up here. Use UE’s IK Retargeter for cross-skeleton work.
- Duplicate pose names within a single PoseAsset are not always wrong — sometimes intentional, but usually a sign of a bad import.
- File size signal works best for facial pose libraries — a face library with 200+ poses can grow to dozens of megabytes; the size column makes outliers obvious.
- Single-click pings the asset; double-click opens the PoseAsset editor.
Related tools
Section titled “Related tools”- Corrective Blendshape Authoring — when poses aren’t enough and you need vertex-delta morph targets
- Skeleton Inspector & Rig Shortcuts — analyze the Skeleton that drives this PoseAsset
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