BASIC IK messing up mesh

I’m using Unreal Engine 5

when I use the basic IK to try to combine an arm so that when I move the hand, the entire arm moves as well, instead, the parts are dislocated, and out of place.

I’m not quite sure how to fix this, I was taking the example BP from the ue4 mannequin, and tried to make a similar control rig with the character I have, but the part when combining the arms and legs so their 1 is the problem.

You need to shift+P the hand_l_ctrl and create a ctrl rig hierarchy, so that the location/rotation of the ctrl will match the location/rotation of your character default pose, and then you can set the BasicIK node.
Currently you have the ctrl as a child of the bone, and that’s not going to work with IK.
Check the Mannequin CtrlRig to see how the controls are set outside the skeletal hierarchy.

1 Like