Make sure that you're using the "Basic" set of motions: BasicIdle, BasicWaklRunPivot, BasicWalkRunStrafe, etc. If you're using the shortcuts in Motion Controller's "Basic" view, then it's setting up the older motions (Idle, WalkRunPivot_v2, WalkRunStrafe_v2): I realize that this is counter-intuitive that the "Basic" view doesn't use the motions that are named "Basic X" ... I'm in the process of reworking all of the editor-mode setup tools. If you use the Character Wizard to set up a character, you will have BasicIdle, BasicWalkRunPivot, etc set up on the character. Then you can either just replace the animations for those animator states with the Generic ones that you're using, or you can replicate those states for your Generic animations -- you just need to use a different L0MotionForm parameter (50, for example). The, on your Actor Core, set the Default Form and Current Form to this value: Jumping and Climbing will be more complicated to get working, as the motion scripts are more tightly coupled to the animations being used. You should be able to just replace the animations in the corresponding animator state machines -- just don't ever recreate the animator states on that character, or you'll lose your changes.