How do I expose IK Rig goal properties to the IK Rig animation blueprint node?

The “Body IK” map in the “Content Samples” project has an example of additive animation applied to an IK Rig inside of an animation blueprint. (the name of the animation blueprint is ABP_AdditiveIK)

In this example, the node’s Rig Definition Asset is set to the IK_AdditiveIK IK Rig and the array of IK goal properties are automatically populated in the details pane.

I am attempting to reimplement this in my own project with the IK_Mannequin asset provided in the Starter Content. However, when I set the IK Definition Asset, none of the goals in the IK Rig show up in the animation node or in the goals section of the details pane.

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What do I need to do to expose goals to the IK Rig animation node so I can drive goal positions with values from the animation blueprint?

Answering my own question here, since this is already answered in IK Rig’s documentation.

Select the IK Goal in the Rig Editor and enable Expose Position and Expose Rotation:

More info here: IK Rig in Animation Blueprints in Unreal Engine | Unreal Engine 5.0 Documentation

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