4.15 Animation Updates Preview - Feb 9th - Live From Epic HQ

Thanks, I was left with the impression there was some special way of using IK to do it based on an older stream. Sounds like a good solution would be to use hit events to disable blending in certain circumstances. I was mainly hoping to have a fully “active” physics solution. I’ve seen it setup how I’d like it in motionbuilder, but translating that to UE4 has proven challenging.