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DocsReferenceRetargeting

Retargeting

Every Retargeting command in CodeFizz Editor Agent, with parameters and examples.

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A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Control Rig, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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32 commands. Each shows its parameters and an example, and has a copyable deep link, so you (or an AI agent) can jump straight to one.

create_ik_rig

Create an IK Rig for a skeletal mesh, auto-characterized for retargeting

Creates the IK Rig asset and sets its skeletal mesh. By default it runs Epic's auto-characterizer, which detects the retarget root (pelvis) and the standard chains (Spine, Head, LeftArm, RightLeg...) from the skeleton, the same as the "Auto Create Retarget Chains" button. Add --auto-fbik to also get a Full Body IK solver with hand and foot goals. Read the result with get_ik_rig, check it with validate_ik_rig.

ParameterTypeRequiredDescription
asset_pathstringYesAsset path for the new IK Rig
skeletal_meshstringYesSkeletal mesh the rig is built for
auto_characterizeboolNoDetect the retarget root and standard chains (default true)
auto_fbikboolNoAlso add an auto-configured Full Body IK solver
saveboolNoSave the asset (default true)
example
  cfa create_ik_rig --asset-path /Game/Rigs/IK_Manny --skeletal-mesh /Game/Characters/Mannequins/Meshes/SKM_Manny_Simple
  cfa create_ik_rig --asset-path /Game/Rigs/IK_UE4 --skeletal-mesh /Engine/Tutorial/SubEditors/TutorialAssets/Character/TutorialTPP --auto-fbik
get_ik_rig

Read an IK Rig: mesh, retarget root, chains, goals and solvers

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
filterstringNoSubstring filter on chain and goal names
max_resultsintNoMax chains and goals (0 = all)
solver_settingsboolNoInclude every solver's full settings struct
list_ik_solver_types

List the IK solver types this engine offers

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the type name
add_ik_solver

Add a solver (FullBodyIK, Limb, Pole, SetTransform, BodyMover...) to an IK Rig

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
solver_typestringYesName from list_ik_solver_types or its /Script path
start_bonestringNoRoot (start) bone
end_bonestringNoEnd bone (Limb, Pole)
example
  cfa add_ik_solver --asset-path /Game/Rigs/IK_Manny --solver-type FullBodyIK --start-bone pelvis
  cfa add_ik_solver --asset-path /Game/Rigs/IK_Manny --solver-type Limb --start-bone thigh_l --end-bone foot_l
remove_ik_solver

Remove a solver from an IK Rig

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
solver_indexintYesSolver index from get_ik_rig
set_ik_solver

Change a solver: enabled, start/end bone, stack position, settings fields

--settings takes a JSON object of fields from the solver's settings struct (see get_ik_rig --solver-settings for the names and current values), e.g. {"Iterations": 30, "RootBehavior": "Free"}. Unknown fields error.

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
solver_indexintYesSolver index
enabledstringNotrue or false
start_bonestringNoRoot (start) bone
end_bonestringNoEnd bone
move_tointNoMove to this stack index
settingsjsonNoJSON object of settings fields to change
example
  cfa set_ik_solver --asset-path /Game/Rigs/IK_Manny --solver-index 0 --settings '{"Iterations":30}'
add_ik_goal

Add an IK goal on a bone, optionally connected to a solver

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
goal_namestringYesGoal name, e.g. hand_r_Goal
bone_namestringYesBone the goal drives
solver_indexintNoSolver to connect the goal to
remove_ik_goal

Remove an IK goal

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
goal_namestringYesGoal name
set_ik_goal

Rename, re-bone, connect/disconnect a goal, or set its properties and per-solver settings

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
goal_namestringYesGoal name
new_namestringNoRename the goal
bone_namestringNoMove the goal to another bone
connect_solverintNoConnect to this solver index
disconnect_solverintNoDisconnect from this solver index
solver_indexintNoSolver whose per-goal settings --settings changes
settingsjsonNoJSON object of per-solver goal settings
propertiesjsonNoJSON object of goal properties (PositionAlpha, RotationAlpha, bExposePosition...)
example
  cfa set_ik_goal --asset-path /Game/Rigs/IK_Manny --goal-name hand_r_Goal --connect-solver 0
  cfa set_ik_goal --asset-path /Game/Rigs/IK_Manny --goal-name hand_r_Goal --solver-index 0 --settings '{"PullChainAlpha":0.5}'
set_ik_bone

Exclude a bone from solving, or set/remove its per-solver bone settings

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
bone_namestringYesBone name
excludedstringNotrue or false
solver_indexintNoSolver for per-bone settings
settingsjsonNoJSON object of per-solver bone settings
remove_settingsboolNoRemove the bone's settings for --solver-index
example
  cfa set_ik_bone --asset-path /Game/Rigs/IK_Manny --bone-name spine_02 --solver-index 0 --settings '{"RotationStiffness":0.8}'
add_retarget_chain

Add a retarget chain (start bone to end bone) to an IK Rig

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
chain_namestringYesChain name (same name on both rigs maps automatically)
start_bonestringYesFirst bone (closest to root)
end_bonestringYesLast bone
goal_namestringNoIK goal at the chain end
example
  cfa add_retarget_chain --asset-path /Game/Rigs/IK_Manny --chain-name Tail --start-bone tail_01 --end-bone tail_04
remove_retarget_chain

Remove a retarget chain

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
chain_namestringYesChain name
set_retarget_chain

Rename a chain or change its start bone, end bone or goal

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
chain_namestringYesChain name
new_namestringNoRename
start_bonestringNoNew start bone
end_bonestringNoNew end bone
goal_namestringNoNew goal ('None' clears)
set_retarget_root

Set the retarget root (pelvis) and, on UE 5.8, the root motion bone

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
bone_namestringNoPelvis bone
root_motion_bonestringNoRoot motion bone (UE 5.8 only)
validate_ik_rig

Verdict on an IK Rig: mesh, retarget root, chains, goals, solver wiring

ParameterTypeRequiredDescription
asset_pathstringYesIK Rig asset path
create_retargeter

Create an IK Retargeter between two IK Rigs, set up like Epic's Retarget Animations dialog

Wires the source and target rigs (their meshes become the preview meshes) and runs the same automatic setup as Epic's "Retarget Animations" dialog: default op stack, EXACT chain mapping (fuzzy maps toes to fingers), target retarget pose auto-aligned to the source with the feet kept flat, the IK pass disabled, root motion generated from the pelvis when the source has no root bone, and IK helper bones pinned to the bones they sit on. Every piece can then be changed by hand (set_chain_mapping, set_retarget_pose, set_retarget_op...). Check with validate_retarget, then run batch_retarget.

ParameterTypeRequiredDescription
asset_pathstringYesAsset path for the new IK Retargeter
source_rigstringYesSource IK Rig (animations come FROM)
target_rigstringYesTarget IK Rig (animations go TO)
auto_setupboolNoRun Epic's automatic retarget setup (default true)
auto_mapstringNoWithout auto setup: fuzzy, exact or none
default_opsboolNoWithout auto setup: add the default op stack
saveboolNoSave the asset (default true)
example
  cfa create_retargeter --asset-path /Game/Rigs/RTG_UE4_to_Manny --source-rig /Game/Rigs/IK_UE4 --target-rig /Game/Rigs/IK_Manny
auto_setup_retargeter

Re-run Epic's automatic retarget setup on an existing retargeter

Rebuilds the op stack, exact-maps the chains, resets and auto-aligns the target retarget pose (feet kept flat), disables the IK pass, configures root motion and pins IK helper bones. Use after set_retargeter changed a rig or mesh, or to throw away manual edits.

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
get_retargeter

Read an IK Retargeter: rigs, meshes, op stack, chain mapping, retarget poses

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
filterstringNoSubstring filter on chain names
max_resultsintNoMax chain mappings (0 = all)
set_retargeter

Set the source/target IK Rig or preview mesh

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
source_rigstringNoSource IK Rig
target_rigstringNoTarget IK Rig
source_meshstringNoSource preview mesh
target_meshstringNoTarget preview mesh
list_retarget_op_types

List the retarget op types this engine offers

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the type name
add_retarget_op

Add an op (PinBone, StrideWarping, CurveRemap, ScaleSource...) to the op stack

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
op_typestringYesName from list_retarget_op_types or its /Script path
namestringNoDisplay name for the op
parent_opstringNoParent op name (child ops live under Run IK Rig)
run_setupboolNoRun the op's initial setup (default true)
example
  cfa add_retarget_op --asset-path /Game/Rigs/RTG_UE4_to_Manny --op-type PinBone --name "Pin Weapon"
  cfa add_retarget_op --asset-path /Game/Rigs/RTG_UE4_to_Manny --op-type StrideWarping --parent-op "Run IK Rig"
remove_retarget_op

Remove one op or every op

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
op_indexintNoOp index
op_namestringNoOp name
allboolNoRemove every op
set_retarget_op

Change an op: enabled, name, stack position, settings fields

--settings takes a JSON object of fields from the op's settings struct (see get_retarget_op for names and values). Nested arrays such as FK Chains' ChainsToRetarget take a whole-array value.

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
op_indexintNoOp index
op_namestringNoOp name
enabledstringNotrue or false
new_namestringNoRename the op
move_tointNoMove to this stack index
settingsjsonNoJSON object of settings fields to change
example
  cfa set_retarget_op --asset-path /Game/Rigs/RTG_UE4_to_Manny --op-name "Pelvis Motion" --settings '{"BlendToSource":0.5}'
get_retarget_op

Read one op's settings (field names and values)

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
op_indexintNoOp index
op_namestringNoOp name
filterstringNoSubstring filter on field names
auto_map_chains

Map target chains to source chains by name (fuzzy, exact or clear)

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
modestringNofuzzy, exact or clear
forceboolNoRemap chains that are already mapped (default true)
op_namestringNoOnly this op's chain map
set_chain_mapping

Map a target chain to a source chain, or many at once

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
target_chainstringNoTarget chain
source_chainstringNoSource chain ('None' unmaps)
mappingsjsonNoJSON object {"TargetChain": "SourceChain"}
op_namestringNoOnly this op's chain map
example
  cfa set_chain_mapping --asset-path /Game/Rigs/RTG --target-chain LeftArm --source-chain LeftArm
  cfa set_chain_mapping --asset-path /Game/Rigs/RTG --mappings '{"Head":"Neck","Tail":"None"}'
create_retarget_pose

Create a named retarget pose on the source or target skeleton

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
pose_namestringYesPose name
skeletonstringNosource or target
set_currentboolNoMake it current (default true)
set_retarget_pose

Select a retarget pose and edit bone rotation offsets, pelvis offset, or reset bones

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
skeletonstringNosource or target
pose_namestringNoPose to edit and make current
bone_rotationsjsonNoJSON object {bone: [pitch, yaw, roll]} in degrees
root_offsetjsonNoPelvis translation offset [x, y, z]
reset_bonesstringlistNoBones to reset, or 'all'
example
  cfa set_retarget_pose --asset-path /Game/Rigs/RTG --skeleton target --bone-rotations '{"upperarm_l":[0,0,-45],"upperarm_r":[0,0,45]}'
  cfa set_retarget_pose --asset-path /Game/Rigs/RTG --reset-bones all
remove_retarget_pose

Remove a retarget pose

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
pose_namestringYesPose name
skeletonstringNosource or target
auto_align_retarget_pose

Auto-align the retarget pose so the two skeletons' chains match

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
skeletonstringNosource or target
bonesstringlistNoBones to align (default: all mapped chains)
methodstringNoChainToChain, MeshToMesh, LocalRotationAxes or GlobalRotationAxes
snap_to_ground_bonestringNoSnap this bone to the ground afterwards
batch_retarget

Duplicate and retarget animation assets through an IK Retargeter

Retargets Anim Sequences, Montages, Blend Spaces and Anim Blueprints from the retargeter's source mesh onto its target mesh, creating new assets and returning their paths. Give explicit --assets or a --folder (recursive, optionally --filter). Names get --prefix / --suffix / --search+--replace. Prove the result with validate_anim_asset on a new sequence.

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path
assetsstringlistNoAnimation assets to retarget
folderstringNoRetarget every animation asset under this folder
filterstringNoWith --folder: substring filter on names
prefixstringNoPrefix for new names
suffixstringNoSuffix for new names
searchstringNoSubstring to replace in new names
replacestringNoReplacement for --search
include_referencedboolNoAlso retarget referenced assets (default true)
target_pathstringNoFolder for the new assets. Default: the retargeter's folder
overwriteboolNoOverwrite existing assets (UE 5.7+)
source_meshstringNoOverride the source mesh
target_meshstringNoOverride the target mesh
saveboolNoSave the new assets (default true)
example
  cfa batch_retarget --asset-path /Game/Rigs/RTG_UE4_to_Manny --assets /Engine/Tutorial/SubEditors/TutorialAssets/Character/Tutorial_Walk_Fwd --prefix Manny_ --target-path /Game/Anims/Retargeted
  cfa batch_retarget --asset-path /Game/Rigs/RTG_UE4_to_Manny --folder /Game/Anims/UE4 --filter Walk --suffix _Manny
validate_retarget

Verdict on an IK Retargeter: rigs, meshes, retarget roots, chain mapping, op stack

ParameterTypeRequiredDescription
asset_pathstringYesIK Retargeter asset path