4.26 Preview Control Rig Backward Solving

The Example of Ctrl Rig is really useful but I don’t imagine to setup this everything per SkeletalMesh that I import for game. I have setup all controls for bones and specific rotations for them without 3 spines. They use specific values for min/max rotation value also Pole vector and effector is executed with get control transform notes. I really wish copy all data from RIg to another one but in this case is impossible because my other characters will use other skeleton and hierarchy with similar names. This workflow takes me a lot of times but it’s still better than Unity.