What problem does it solve? Retargeting animation between skeletons in Unreal Engine 5.8 often produces broken results—floating characters, backward knees, foot sliding, doubled root motion, or poses that work in preview but fail at runtime. This Skill provides a stage-by-stage diagnostic and implementation methodology for IK Rig, IK Retargeter, Control Rig, Full Body IK, runtime retargeting, and animation baking so defects are isolated at the exact stage where they originate. ## Core Features & Use Cases - System selection and routing: Choose between IK Retargeter export, Retarget Pose From Mesh, Full Body IK, focused IK nodes, Control Rig, or FK Control Rig based on whether the job is transfer, procedural correction, or authoring. - Symptom-first diagnostics: An isolation ladder and symptom table map defects like limb contortion, pelvis drift, foot sliding, and hand/weapon offsets to the first stage to inspect, from chain maps and retarget poses through the operation stack to runtime component order. - Setup and hard rules: Enforces correct retarget roots, chain mapping, dedicated retarget poses, operation stack ordering, Speed Planting prerequisites, and runtime tick/LOD requirements. - Use Case: A character retargeted from a marketplace skeleton floats above the ground and its feet slide. Use this Skill to verify retarget roots and ground alignment, fix the pelvis operation and root height, then apply Speed Planting only after the base transfer is correct. ## Quick Start Use the unreal-control-rig-ik skill to diagnose why my retargeted character's knees bend backward and feet slide in Unreal Engine 5.8.