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Control Rig Inspector

Module: Animation · Category: ControlRig · Tool ID: ControlRigInspector

A lightweight roster of every Control Rig asset in the project with node and variable counts. Surfaces rigs that have crossed reasonable complexity thresholds and may need refactoring or splitting. For deeper per-rig analysis (graph depth, backward-solve usage, variable cross-references), use Control Rig Dependency Navigator.

Screenshot 01 — Hero shot — Tool open after a scan, results list with mixed severities (OK / Warning / Critical), node and variable counts visible.


  • Quick “what’s the state of my rigs?” check before a complexity discussion
  • Finding the heaviest Control Rigs in a project (typical performance sources)
  • Pre-merge sanity check on a teammate’s new rig
  • After a project import — confirm none of the imported rigs are absurdly complex
  • Don’t use this for deep rig analysis — it’s a top-level scan; use Control Rig Dependency Navigator for graph depth, variable cross-refs, and backward-solve detection
  • Don’t use this to edit rigs — read-only against the source assets

  1. Open the EQLabs Hub and search for Control Rig (or browse to Animation → ControlRig)
  2. Click the Control Rig Inspector card
  3. Click Scan to walk every Control Rig asset in the project

SectionWhat it does
Scan PathFolder to recursively scan. Default /Game.
Node Warning ThresholdTotal node count above which the rig is flagged as Warning. Default 50.
Scan buttonWalks every Control Rig Blueprint via reflection (no Control Rig module dependency)
Results listPer-rig row: name, total node count, variable count, severity, issue summary
SeverityMeaning
OKNode and variable counts are within normal ranges
WarningNode count exceeds threshold, or variable count is suspiciously high
CriticalSevere complexity — usually a rig that needs to be split or refactored

Screenshot 02 — Results list with thresholds — List view showing rigs sorted by node count, mix of severities visible, threshold field above.


Pick a scan path (default /Game), set the Node Warning Threshold to your project’s standard (50 is conservative; 100 is generous), click Scan.

The Critical-severity rigs are typically the highest-leverage optimization targets — refactoring one big rig into two smaller ones often gives more performance back than tuning ten small rigs.

Step 3 — Drill in with Dependency Navigator

Section titled “Step 3 — Drill in with Dependency Navigator”

For any rig you want to investigate further, switch to Control Rig Dependency Navigator for the deeper analysis (variable cross-references, graph depth, backward-solve usage).


FieldWhat it doesDefault
Scan PathFolder to recursively scan/Game
Node Warning ThresholdThreshold for Warning severity50

Settings are persisted to [Project]/Saved/EQLabs/Settings/ControlRigInspector.json.


  • In-panel list — cleared on each rescan
  • No edits — read-only against the source rigs

  • Inspection is reflection-only — no Control Rig module dependency. Counts are accurate but the inspector doesn’t render the graph itself; for that, open the rig in UE’s Control Rig editor.
  • High variable count on a rig is sometimes legitimate — Animation BPs that drive a complex MetaHuman face rig will have a lot of variables for valid reasons.
  • Node count is the better signal for performance — a rig with 200+ nodes will tick noticeably slower than one with 30, regardless of variable count.
  • Single-click pings the rig asset; double-click opens the Control Rig editor.


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