Focused reference · Unreal Engine 5.8

Symptom-first diagnostics

unreal-control-rig-ik/references/symptom-diagnostics.md

Isolation ladder

  1. Play the source Animation Sequence on its intended source mesh.
  2. Preview the IK Retargeter with all optional operations disabled.
  3. Validate chain map and dedicated retarget pose.
  4. Enable Pelvis, FK, Root, IK, pin/contact, and curve operations one at a time.
  5. Export one sequence and play it directly on the target.
  6. Test runtime Retarget Pose From Mesh without target overlays.
  7. Re-enable the final AnimGraph from base pose outward.

The first failing rung owns the investigation.

SymptomInspect firstThen
Target frozen or stalesource mesh tick, source component, attached parentgraph order, LOD
Limbs explode/contortchain start/end/mapretarget pose axes, FK rotation mode
Knees/elbows bend backwardpose bend directionpreferred angles, goal space
Floating or sinkingground alignment, pelvis oproot height, floor constraint
Foot slidingsource speed vs target motionSpeed Planting curves/goals
Hand/weapon offsetarm/hand chains and posePin Bones, goal offsets
Root motion absentsource root data and root opexport/root-motion settings, movement owner
Root motion doubledduplicate translation ownerAnimBP/movement integration
Preview correct, export wrongexport root-lock modecurves/bake settings
Preview correct, runtime wrongcomponent parent/source/tickprofile, LOD, node order
Works near camera onlyanimation/solver LODrequired bone stripping

Capture: source/target asset names, skeleton roots, retarget roots, chain map, retarget pose name, operation stack order, runtime component hierarchy, node order, and the shortest failing clip. Do not tune several offsets at once.