Focused reference · Unreal Engine 5.8
Control Rig and Full Body IK
Control Rig setup
- Right-click a Skeletal Mesh -> Create -> Control Rig.
- Keep controls in a clear control hierarchy adjacent to the imported skeleton.
- Use Forward Solve for controls-to-bones runtime evaluation.
- Use Backwards Solve when bones must drive controls for baking or round-tripping.
- Use Construction Event for setup that depends on the rig hierarchy.
- Compile after hierarchy, variable, or structural graph changes; auto-compile does not cover every change.
Full Body IK
- Enable the FullBodyIK plugin and restart if required.
- Add the FBIK node to Forward Solve.
- Choose a solver root, commonly pelvis/hips for a biped.
- Add effectors only for endpoints that need targets.
- Drive targets from controls or validated gameplay-space transforms.
- Tune Position/Rotation Stiffness: 0 allows movement, 1 resists/locks it.
- Enable and set Preferred Angles for stable knee/elbow bending.
- Configure limits only where anatomy or design requires them.
- Exclude irrelevant bones rather than making every bone fully stiff.
Diagnostic order
- Confirm control/goal transform space.
- Confirm solver root and affected hierarchy.
- Move one effector with all others disabled.
- Check preferred bend direction before adding more stiffness.
- Add constraints one at a time.
- Test unreachable targets and singular straight-limb poses.
Modular Control Rig is Experimental in UE 5.8. Use it only with an explicit maturity decision.