Is there a way to expose this "Bone to Modify" as a pin or make it skeleton agnostic?


I would also like to know if there is a way to make control rig skeleton agnostic as well. I know you can use On Initial Update to set the control rig class but from what i can tell there is no way to actually set the exposed pins procedurally.

Is there any way to do hand / foot IK WITHOUT declaratively naming all of the bones in the AnimBP? Somehow expose the IK class as a variable or pass the bone / goal names to them procedurally through a variable? There is so much talk online about AnimBPs or IK rigs being skeleton agnostic but when stuff like this isn’t exposed, i feel like that is BS.