What problem does it solve? Adding a custom pedestrian to CARLA on Unreal Engine 5.8 requires three coordinated artefacts — a SkeletalMesh bound to CARLA's shared pedestrian skeleton, a blueprint duplicated from a donor walker, and a WalkerParameters.json registry entry — and missing any one produces a walker that never appears or spawns but stands still with no warning. ## Core Features & Use Cases - End-to-end walker import: stages a correctly named FBX, imports it bound to the shared Skel_Pedestrian_G2/G3 skeleton, duplicates a donor blueprint, repoints its mesh, and registers the result as walker.pedestrian.<id>. - Rig-conforming FBX export: exports any shipped walker to FBX so you have a correctly skinned mesh to edit, which also validates the pipeline round-trip. - Live verification: after a server restart, spawns the walker, drives it with WalkerControl, and asserts a non-zero peak speed — the only proof the shared skeleton's animations drive the mesh. - Use Case: Clone shipped walker 0015, edit its appearance in a DCC tool while keeping skin weights, re-import it as walker.pedestrian.0090, and verify it walks at the commanded 1.4 m/s. ## Quick Start Ask the agent to import your rigged pedestrian FBX into CARLA on UE 5.8 as a new walker and verify that it spawns and animates.