Rigging Color Models for Unreal 

Open your model

Export to FBX

Change the Path Mode to Copy and make sure to EMBED Textures

Click Export FBX

Save your character

Select the blender file for your character along with the new FBX

Right click > Send To > Compressed

Find your zipped file and upload it to Mixamo

Upload the Zip File

Rotate your character to it is facing forward

Place your markers for the auto-rigging

Download your character in a T Pose

Download your animations (Idle, Jump, Walk, Jog, Fall)

Open up Unreal Engine

Launch your third person game

Create a folder for your character and drag in the FBX File

Open your Third Person Blueprint > Viewport

Select the mesh

Size and rotate your character to fit in the capsule

Compile, Save & Test

Drag all your animations into your folder

Make sure you connect them to yoyur new skeleton

Import All

In the folder with your character

Create an animation Blend Space

right click > Animation > Legacy > Blend Space 1D

Select the skeleton you just added

Name the BlendSpace

Open and add your Idle, Walk and Jog

Save and Close

In your folder, create an animation blueprint

Right Click > Animation > Animation Blueprint

Select the skeleton you want the animations on

Name it ABP_Whateveryouwant then open it up

Open up your new Animation Blueprint

Right Click and add State Machine

Connect to output pose

Open up yout new state machine node by double clicking

Drag in your BlendSpace from the asset browser on the left

Connect entry to the BlendSpace

Double Click yopur blendSpace to open it

Reight click on the input of your BlendSpace Player Node and Promote to Variable

Name the variable Speed

Click back to your New State machine

Drag in your Jumping up, falling and jumping down animations

Connect the BlendSpace to the Jumping Up, Jumping up to the falling idle, falling idle to the jumping down and jumping down to the blendspace

Double Click on the transition from the blendspace to the jumping up animation

Right click on Can enter Transition and promote to Variable
Name the variable IsFalling

Go back to the New State machine and open up the transition between Jumping Up and Falling Idle

Right click and add Time Remaining (jump) node

Add a less (<)

Make it 0.1

Connect to the result

Open the transition from Falling to Jumping Down

Drag in your Variable IsFalling at select Get

Add a NOT Boolean

Connect to the result

Open your transition from Jumping Down to the blend space

Right click and add Time Remaining (jumping down)

Add a Less

make it 0.1

Connect to Result

Switch to your Animation Blueprint Event Graph

From Try Get Pawn Owner Node pull out get velocity

From the output of Get Velocity, pull out Vector Length

Drag in your Speed Variable and Set Speed

Connect the output of your vector length to the Set Speed Input

Connect the output of Event Blueprint Update Animation Output to the input of the set speed variable

Now we need to have it check to see if the player is falling

From the output of Get Pawn Owner output, pull out Get Movement Component

From your get movement component, pull out and add Is Falling

Drag is your IsFalling variable and set it

Connect your Set Speed Variable Output  to the Set Is Falling Variable

Compile and save

Open your third person blueprint character

Select the viewport

Select the character you want for your mesh

Select your animation

scale and rotate