Focused reference · Unreal Engine 5.8

System selector

unreal-control-rig-ik/references/system-selector.md
NeedPrimary systemAvoid when
Reuse animation on another skeletonIK Rig + IK RetargeterSkeletons are already compatible enough for Compatible Skeletons
Drive a target from a live source meshRetarget Pose From MeshOffline export is simpler and runtime flexibility is unnecessary
Correct whole-body reach/stanceFull Body IKA single two-bone limb solve is sufficient
Runtime goal-driven limbsIK Rig node / focused IKThe change is authored and should be baked
Animate controls in SequencerControl RigOnly a small additive bone correction is needed
Quick per-bone additive repairFK Control RigA reusable procedural rig is required
Preserve planted contacts during retargetSpeed Planting after base retargetThe real fault is chain, pose, pelvis, root, or speed mismatch

Decision gates:

  1. Is this transfer, procedural correction, or authoring?
  2. Must it remain live at runtime?
  3. Does it require one limb or a connected full-body response?
  4. Does gameplay need to drive the goal, or can the result be baked?
  5. Is the problem already visible before IK? If yes, fix that stage first.

Keep ownership explicit: gameplay produces targets; the animation graph consumes targets; IK solves the pose. Do not move authoritative gameplay state into a rig graph.