Pose with the included Control Rig
- Enable Unreal Engine's built-in Control Rig plugin in the destination project before migrating. The supplied project already enables it. No external paid plugin is needed.
- Open BISDraugrCollection/ControlRigs/CR_Juggernaut, CR_Gravebinder or CR_Runecaller, matching your purchased character. The rig preview mesh is assigned. Choose Forwards Solve in the rig editor.
- Select a control in the Rig Hierarchy. Each bone has a matching <BoneName>_CTRL control. Rotate a shoulder or finger control to pose that joint; translate the root control to move the entire hierarchy. Parent controls carry their children.
- Undo temporary pose adjustments, or reset the edited controls current/local values to translation 0, rotation 0 and scale 1. Leave Initial Transform and Offset Transform unchanged; they define the resting setup. Reset every edited control to restore the complete reference pose.
- To author motion, create your own Level Sequence, add a Skeletal Mesh Actor using the matching mesh, and add the matching Control Rig track to its binding. Key the controls in Sequencer. The sequence you create belongs to your project. The separate Animations folder supplies 26 retargeted Epic example clips per character; these are distinct from motions you author with the Control Rig.
Control layout and solve directions
The rig contains 119 transform controls covering the imported container/root, body, limbs, hands, fingers and remaining skeleton joints. Names preserve the supplied skeleton naming for traceability. Left controls are blue, right controls red, and center controls amber where bone names identify side.
Forwards Solve reads the controls and applies their global transforms to the matching bones. Backwards Solve reads the current bone pose and sets the controls to that pose, supporting a buyer-owned animation baking workflow. Use the correct solve direction; changing a bone manually during Forwards Solve will be overwritten by its control.
This is a complete FK posing rig. It does not include limb IK, foot locking, automatic ground contact, facial blendshapes, a locomotion state machine or weapon-fitting logic. Buyers must author and check those behaviors when their project needs them.
Keep the Control Rigs folder with the character assets when migrating. The rig preview references its character mesh and depends on its skeleton. No purchased RPG animations or private preview controller are dependencies.
Find a Control Rig
Paste the relevant object path into Unreal asset search or use the Content Browser folder path above.
/Game/BISDraugrCollection/ControlRigs/CR_Juggernaut/Game/BISDraugrCollection/ControlRigs/CR_Gravebinder/Game/BISDraugrCollection/ControlRigs/CR_Runecaller