What RiggingCore does and what you get out of it.
RiggingCore is an Unreal Engine 5.8 editor plugin that fits a full UE5 Manny skeleton to your character mesh, skins it, and saves ready to use SK_ and SKEL_ assets.
You place a handful of markers on a static mesh, press Generate Rig, and get a rig you can retarget animations onto. No Mixamo upload, no round trip through Blender, no placing 89 bones by hand.
What you get
An 89 bone skeleton that matches UE5 Manny bone for bone, with the same names and the same orientations.Skin weights transferred from the Manny mesh and cleaned, so the surface does not tear when you pose it.30 finger bones per character, placed from the mesh itself instead of guessed from a template.A linked USkeleton and USkeletalMesh pair saved into your content folder.Because the skeleton matches Manny exactly, every animation made for Manny, and everything on Mixamo, retargets straight onto your character.
How it works
You create a Rig Definition asset and point it at a static mesh.You place markers in the Rig Definition editor by clicking on the mesh.RiggingCore fits the embedded Manny bone table to those markers, mirrors the left side onto the right, and places the fingers with MediaPipe.It transfers skin weights from a reshaped Manny mesh, cleans them, and saves the skeletal mesh and skeleton.Where to go next
Installation to get the plugin into your project.Quickstart to rig your first character.Placing markers for the part that decides how good the rig is.