ue-control-rig-and-ik

Implement procedural animation, IK solvers, and runtime retargeting in Unreal Engine 5.8.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-control-rig-and-ik-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-control-rig-and-ik
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/core/ue-control-rig-and-ik
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-control-rig-and-ik-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about ue-control-rig-and-ik

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement foot IK on uneven terrain in Unreal Engine?

Foot IK uses a UIKRigComponent with Limb IK or Full Body IK solvers, one goal per foot plus a Set Transform solver for the pelvis. Line-trace downward from each foot bone in NativeUpdateAnimation, then call SetIKRigGoalPositionAndRotation each tick and place an IK Rig node after the locomotion state machine.

What is the difference between Control Rig and IK Rig in Unreal Engine?

Control Rig is a RigVM-based graph that manipulates a bone and control hierarchy for custom procedural animation and Sequencer keyframing. IK Rig is a lighter asset defining solver stacks (FBIK, Limb IK, Set Transform) and retarget chains, used standalone or as retarget source and target.

How do I retarget animations between different skeletons in UE 5.8?

Create an IK Rig for each skeleton with matching retarget chains and a designated pelvis, then link them in an IK Retargeter asset. Edit the retarget pose to fix T-pose vs A-pose mismatches, then either export baked Animation Sequences or use FAnimNode_RetargetPoseFromMesh for runtime retargeting.

Why does my IK goal snap the limb to the character origin?

This happens when a goal position is FVector::ZeroVector in world space, usually from a failed line trace passed unvalidated. Always validate trace hits before feeding goals, and confirm EIKRigGoalSpace (Component, World, or Additive) matches how the target transform was computed.

When should I use Two Bone IK instead of a full IK Rig setup?

Two Bone IK is an analytic single-limb solve with no external asset, ideal for one arm or leg reaching a target on background characters. Use a full IK Rig when you need multiple solvers, retarget pipeline integration, or automatic goal discovery via UIKRigComponent.

Does Full Body IK affect performance on many characters?

Full Body IK is iterative and CPU-heavy, so it should be reserved for hero characters. Use LODThreshold on FAnimNode_IKRig and LODThresholdForIK on FAnimNode_RetargetPoseFromMesh so expensive solves disable at distance while FK retargeting continues.