What problem does it solve? Baked animation clips cannot adapt to uneven terrain, moving grip targets, or characters with different skeleton proportions. This Skill provides the Unreal Engine domain knowledge to implement foot placement, hand/weapon IK, look-at behavior, and cross-skeleton animation retargeting using Control Rig, IK Rig, and the IK Retargeter. ## Core Features & Use Cases - Control Rig integration: Place FAnimNode_ControlRig in an AnimGraph, drive rigs at runtime via UControlRigComponent, author custom FRigUnit C++ nodes, and use Modular Rigs (UE 5.5+). - IK Rig solvers and goal feeding: Configure Full Body IK, Limb IK, and Set Transform solvers, then feed goals from game code through UIKRigComponent with correct goal-space handling. - IK Retargeter workflows: Set up retarget chains, edit retarget poses for T-pose vs A-pose alignment, use the Retarget Operation Stack, and run runtime retargeting with FAnimNode_RetargetPoseFromMesh. - Use Case: A character's feet clip through stairs. Use this Skill to add a UIKRigComponent, line-trace from each foot bone, feed hit locations as IK goals, and place an IK Rig node after the locomotion state machine so legs solve onto the terrain. ## Quick Start Use the ue-control-rig-and-ik skill to implement foot IK on uneven terrain for my character using IK Rig and a UIKRigComponent.