To add inverse kinematics to an animation graph, follow these steps:
.act file in the Asset browser.vector 3 input named ik_target.number input named ik_alpha.
Inverse Kinematics node (right-click on the canvas and type “inverse kinematics”).ik_target to the Effector position input pin of the IK node.ik_alpha to the Alpha input pin of the IK node.Input pin of the IK node.

ik_target and ik_alpha inputs. ik_target specifies the position of the target in object space, while ik_alpha ranges from 0 to 1 and determines the influence of the IK (0 = no effect, 1 = full override of the animation).