Mammals

Goat with groom

An Unreal-ready goat model with Groom support, 45 animations plus in-place variants, two mesh densities, and a morph model added for UE5.6 and newer.

Goat with groomMammals

Resource overview

Goat with groom is a 3D model and animation set for anyone who needs a horned quadruped in a real-time scene without assembling fur, textures, and motion data from separate sources. The package contains one goat with two mesh densities, a Groom asset that gives the coat a separate layer of detail, and 45 animations with additional in-place variations. It also includes a minimalist third-person character and an animation blueprint so the full movement setup is visible from the start.

New morph option for UE5.6 and newer builds

The December 2025 update adds a morph model that sits alongside the original meshes. The file lives at Characters/SK_GoatMiddlePolyMorph, so it is directly tied to the mid-poly version of the goat. In the demo scene, pressing P applies the morphs randomly. That gives a fast way to see how the animal can vary in shape without building a separate blend-shape interface by hand.

This morph feature is listed as Unreal Engine 5.6 or later only. The main goat model and animations remain usable in the wider package, but the morph-specific workflow is meant for projects that already target that engine version.

Turning on Groom for a Windows-based project

The Groom asset needs two project-side changes before it can work. First, the Groom plugin must be enabled. Then, under Rendering And Optimisation, the Enable Support Compute Skin Cache Setting should be checked in the project settings.

The Groom asset is confirmed only on Windows. Full platform support for the package is listed as Windows and Mac, with Mac as an option except for the Groom assets. Teams working on Mac should plan to treat the Groom layer as a Windows-only element and rely on the standard textured meshes elsewhere.

Two mesh densities, one animated character

The package counts as one character, but provides two geometry variants with noticeably different vertex loads. Mesh_GoatLowPoly Has 3,038 vertices, while Mesh_GoatMiddlePoly Has 11,298 vertices. The low-poly mesh offers a lighter option for scenes with many animals or distant cameras, while the mid-poly mesh gives more surface detail for closer presentation.

Both are rigged. The rig is not built for the Epic skeleton, so the included animation blueprint does not rely on Unreal's default humanoid mapping. Instead, it shows a control setup adapted to a quadruped, with Foot IK listed as a feature. This makes the package a useful reference for projects that need custom animal rigs rather than a retargeted humanoid skeleton.

Walk, run, root motion, and in-place loops

The animation set is anchored in grounded locomotion. There are 45 animations in total, with 34 additional in-place variations. Walk and run are both covered in root-motion and in-place forms. That pairing matters for gameplay, because root motion can drive the goat forward through the level, while in-place versions allow the same performance to be reused in blend spaces, previews, or constrained camera moments.

The asset also ships with an animation blueprint and a minimalistic third-person character as usage examples. Rather than leaving users to guess how the locomotion data should connect, the example character demonstrates how the animations, blueprints, and goat rig fit together.

Materials, textures, and the included texture set

For shading, the character is assigned 2 materials and 3 material instances. The textures included are split between body and horn maps. Resolution ranges cover both efficient use and higher-detail setups: Tex_Goat1024R Is 1024x1024, Tex_Goat4096B Is 4096x4096, Tex_Goat4096N Is 4096x4096, Tex_GoatHorn1024B Is 1024x1024, and Tex_GoatHorn1024N Is 1024x1024.

Those maps are inherited from the asset's broader family: the same goat also appears in the Mammals pack and the Complete Animals pack. If you later expand a scene beyond a single animal, the texture and material naming already points toward how the goat will work with a larger collection.

In practice, the resource sits neatly at the point where a furry animal needs to move through game logic. The morph model covers shape variation on mid-poly geometry, the Groom asset adds coat detail for Windows projects, and the animation set provides a tested starting point for walk, run, and in-place movement. The low-poly and mid-poly meshes give it enough range to appear both as a gameplay animal and as a closer hero asset in a scene.

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