Im definatlly getting somewhere now, got feet+hips IK working 
(red boxes at feet are bone positions used to start a trace from, red-green line along the z axis are the traces, green spheres are trace hits, the rest is just collision model wireframes)
Getting feet IK was actually pretty easy, i just copy pasted pieces of blueprint from the Animation Content Example (see 1.8) and added that too the copys i made of the ALS Character and Anim BP’s, which was pretty straightforward due too the great structure & commenting of ALS. Then it was a matter of adding sockets for the feet bones too the skeleton and it was ready & working. That Content Example doesnt have any logic for ‘dropping’, or what ill call ‘hip IK’, so for that i went over this thread, its a bit hard to get trough but eventually i managed to take what i need from the main post and some of its replies, and got that to play nicely with the feet IK from the example, last bit was some super basic logic so that when a ‘floating foot’ is dragging the entire character down, the non floating foot is pushed back up again, and here we are, feet+hips IK 
Not sure yet if i wanna share what i ended up with, since (a) im unsure how good/bad it is (although i like to think its ok, seeing how its based on content example and bp’s by some guys who really know their stuff) and (b) idk what KingTumTum101’s plans are regarding IK (besides ‘would like to add’) so for now i just suggest everybody that wants this to look at the 2 links above, pick apart that content example and the IK thread and your 90% of the way there, the rest is just a matter of logic thinking and trying some different variables.
Next up im gonna
- add more/better-placed animation notifies for when the feet lift/land (this is so it can be used to toggle the IK solver on/off as needed)
- add the feet rotation, atm feet look weird on angled surfaces (good thing this is also covered in the linked IK thread hehe)
- set up some better coordinates for the feet IK (atm feet sink slightly into the ground wich is meh but didnt matter much for getting the thing to actually work)
- maybe try implement that if a foot is floating and cant be placed (ie; theres no ground within acceptable range) it will play into a sideways falling anim into ragdoll…
idk how hard this will be yet but would love to get that working
Heres some more pics cuz im so proud 
And a last one cuz this was a funny bug (which i promptly dubbed ‘ministry of silly walks bug’, possibly some easter egg in my game later lol)
All of this was about 2,5h of work, spent a bit longer because i was trying some things, and took ~1,5 day because i was also checking random tuts i could find on the subject of foot placement in ue4, but those 2 links are really all you should need.
Tomorrow ill be looking at the ‘next up’ list 