I did also find that a post process anim blueprint seems to be driving these on the fly based on the way the main bones are deformed?
From a vertex skinning standpoint, this seems like it’s even more complex work and trying to paint the weights. I might actually avoid using these simply to lower that part of the workload in the game we’re currently building. It’s really cool, but I think I can live without corrective bones for now. Maybe in a future project.
As for the IK rig editor, I did look through that before. It’s more for setting up general IK rigs in any setup, not just unreal’s.
It doesn’t really explain why unreal has the ik bones it does. The funny thing is, I just realized I made a similar forum post long ago and don’t even remember. Explanation of the mannequin IK bones?