@xrevo: Animations are supported, the process for such games is briefly explained in
this topic with current limitations and possible issues for UE5 build (which itself is available in
this topic). Please read it carefully.
@Ehlyon: There are also dedicated
CharName_1p_SK and
CharName_3p_SK skeletons, probably they're used for some non-retargeted animations and for the rest base skeletons are used.
I should also note that in the latest update of the specific build it's now visible when you append skeleton and animations to the mesh, to avoid confusion with the warning about missing skeleton even after adding correct one.
In addition, it appeared that if you were trying to load any animations before attaching a skeleton (either opening, appending or exporting them), you couldn't re-add those loaded animations to the anim set and actually use them until restart of umodel, despite attaching correct skeleton afterwards. Now it works in more expected way and you can simply re-open the same mesh or other asset to reset all loaded objects, including animations. If someone is confused - upon opening any asset/folder all previously loaded to the viewer assets are unloaded, while using append option new assets are added to the currently loaded assets without resetting them. It's default way for umodel to handle things, but it didn't work for animations if they're loaded, but not assigned to any skeleton / animset.