Unreal Engine 5 has introduced Full Body IK (FBIK), which allows control over the entire body by using multiple effectors and complex per-bone settings. In a recent video, game developer Andreas Suika demonstrated how to integrate FBIK into the animation workflow, creating a fully procedural animated dragon. The video showcases the power and flexibility of Post Process Animation Blueprints, which can apply physics and multiple Control Rigs to the same character, bringing the dragon to life. Andreas also demonstrates real-time modification and adjustment of animations using FBIK when the character needs to reach a specific location in the world. The video is available on the official Unreal Engine community and Bilibili channels. These platforms also provide a range of free learning resources to help users learn and utilize FBIK, such as a tutorial on building a next-generation real-time full body IK system using FBIK.