Advanced Locomotion System V3

Ok, so all of the IK stuff is located in a post process animbp. It can be found in the mannequin folder.

Regarding rotation, its really all up to you. If you look in the Manage Rotation graph in the AnimBP, you can see where you can customize how the character rotates. You could add a branch with a bool like ‘is attacking’, and then use the Set Character Rotation function. You could send a Rotator value to the AnimBP from the component, or anywhere really, and use that for the characters rotation. Another way to do it, would to manually set the actors rotation from the character BP or something, and then use the actor rotation as the target rotation for the Set Character Rotation function. This might be easiest, as you wouldnt have to send the animbp any extra values. You’d just have to remember to uncheck ‘usecontrolrotation’ on the character during an attack so the actor doesnt always face the camera direction. I hope this all makes sense.

The ‘bind’ you are seeing with the footIK bone is actually not a bind at all. Thats a result of the post process animbp, that uses the IK bone as a two bone IK target. That IK bone isnt constrained or bound to the feet at all, so when you export it, its just, well, a bone.