How it works
Settings
Every property on the modifier and when to touch it.
All of these are optional. The defaults cover the UE5 Mannequin, and most people never open this panel.
They live under Auto Pairing in the modifier's details.

| Property | Default | What it is for |
|---|---|---|
| IK Bone Prefix | ik_ | For skeletons using a different naming convention |
| Explicit Pairs | ik_hand_gun to hand_r | IK bones with no name to strip down to |
| Ignored Suffixes | _root | IK bones that must stay where they are |
| Log Resolved Pairs | on | Print each pair as it is baked |
| Bone Pose Space | World | Advanced. Leave it alone. |
IK Bone Prefix
Matched case insensitively. If your skeleton names its IK bones IK_ or goal_, put that here instead.
Explicit Pairs
A map of IK bone to the bone it should copy from. Use it when the name cannot be derived, or when you want a specific bone to override what the prefix rule would have picked. Explicit pairs are applied before the prefix scan, so they always win.
ik_hand_gun default causes no noise on other skeletons.Ignored Suffixes
Matched case insensitively against the end of the IK bone's name. Anything matching is skipped by the prefix scan.
This does not affect Explicit Pairs. If you deliberately name a chain root there, it is baked.
Bone Pose Space
The space the source transform is read in. World is almost always correct: IK bones hang off the root rather than off the limb, so the transform has to be resolved in component space before it is written back as a local transform.
Local copies the source bone's local transform straight across, which ignores the hierarchy completely. It is there because the underlying pose API exposes it, not because it is useful here.