create_ik_rig
Creates an IK Rig asset for a skeletal mesh, defining retarget chains required for IK Retargeting. Use this to prepare source and target skeletons for animation retargeting.
Instructions
Create an IK Rig asset for a Skeletal Mesh.
IK Rigs define retarget chains (bone chains like Spine, LeftArm, RightLeg) and are required by the IK Retargeter. This tool uses the UE5 Python API (unreal.IKRigController) via exec_python.
Typical workflow:
create_ik_rig for source skeleton (e.g. Mannequin)
create_ik_rig for target skeleton (e.g. your custom character)
create_ik_retargeter linking source → target
batch_retarget_animations to export retargeted animations
Args: ik_rig_name: Asset name, e.g. "IKR_Mannequin" skeletal_mesh_path: Full content path, e.g. "/Game/Characters/Mannequin/SK_Mannequin" path: Destination content-browser folder auto_generate_chains: If True, calls apply_auto_generated_retarget_definition to auto-detect spine / limb chains (recommended for humanoid skeletons). Set False for custom chain setup.
Returns: dict with keys: success, asset_path, message
KB: see knowledge_base/05_ANIMATION_SYSTEM.md#overview Example: create_ik_rig(ik_rig_name="ExampleName", skeletal_mesh_path="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | /Game/Animation/IKRigs | |
| ik_rig_name | Yes | ||
| skeletal_mesh_path | Yes | ||
| auto_generate_chains | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |