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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.

PropertyDefaultWhat it is for
IK Bone Prefixik_For skeletons using a different naming convention
Explicit Pairsik_hand_gun to hand_rIK bones with no name to strip down to
Ignored Suffixes_rootIK bones that must stay where they are
Log Resolved PairsonPrint each pair as it is baked
Bone Pose SpaceWorldAdvanced. 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.

WARNING: Name an IK bone here that exists but give it a source bone that does not, and the pair is skipped with a warning in the log. A pair naming an IK bone your skeleton does not have is ignored silently, which is why the 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.