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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.

Screenshot 01 — Hero shot — Toolkit open on the Browse tab with a populated list showing pose counts, file sizes, and severity coding.


  • 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.)
  • 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

  1. Open the EQLabs Hub and search for Pose (or browse to Animation → PoseAsset)
  2. Click the tool card
  3. Use the tab bar to switch between Browse & Inspect and Create & Assign

Project-wide PoseAsset roster.

SectionWhat it does
Scan PathFolder to recursively scan. Default /Game.
Search boxFilter by asset name
Scan buttonWalks every UPoseAsset under the scan path
Export CSVSaves the result set to a CSV file
StatsTotal PoseAssets, total poses across all assets
Results listPer-asset row: name, skeleton, pose count, duplicate-name flag, file size, issue summary, severity, tags
SeverityMeaning
OKNo detected issues
WarningDuplicate pose names within an asset, suspicious size
ErrorBroken skeleton reference, malformed asset

Screenshot 02 — Browse tab — Results list populated, mixed severities, stats line showing totals.

  1. Pick a scan path, click Scan
  2. Walk the results — anything yellow or red gets a manual review
  3. Use the search box to narrow to a specific naming convention or batch
  4. Export CSV if you want to slice further in a spreadsheet

PoseAsset creation and skeleton compatibility checking.

SectionWhat it does
Skeleton pickerDrop a Skeleton asset to look up compatible PoseAssets
Find Compatible Poses buttonWalks every PoseAsset and lists those built on the picked Skeleton
Create New PoseAsset buttonOpens UE’s native PoseAsset factory dialog
Compatible Poses listPer-asset row: name, skeleton, pose count, file size
  1. Drop a Skeleton into the picker
  2. Click Find Compatible Poses — every PoseAsset built on that Skeleton appears
  3. Single-click pings the asset; double-click opens the PoseAsset editor
  1. Click Create New PoseAsset
  2. UE’s native factory dialog opens — pick the source AnimSequence and Skeleton as usual
  3. The new asset is created in the Content Browser

FieldWhat it doesDefault
Scan PathFolder to scan in Browse tab/Game
SearchSubstring filterempty

Settings are persisted to [Project]/Saved/EQLabs/Settings/PoseAssetBrowser.json.


  • 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

  • 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.


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