[Bug] Modular Control Rig (Layered) — IK Pole Vectors initialized at bone root when base animation is active in Sequencer

This is similar to, but I tried to expend it a bit more with what I could find during my testing.

Description:

When using a Modular Control Rig in Layered mode in Sequencer with a base animation clip active on the Skeletal Mesh track, the IK Pole Vector controls (e.g. knee PVs for the Leg module) are initialized at the bone’s root position — inside the character’s geometry — instead of their expected offset position derived from the Reference Pose.

This appears to cascade into incorrect foot IK orientation, causing feet to twist or break visually.

Steps to reproduce:

  1. Create a Modular Control Rig on a Skeletal Mesh (Leg module, standard biped setup)

  2. Add the Skeletal Mesh to a Level Sequence

  3. Add a base animation clip to the Skeletal Mesh track (optionnal, happens on base A pose as well)

  4. Add the Modular Control Rig as a Layered Control Rig track

  5. Observe: Pole Vector controls are placed inside the mesh geometry; foot IK orientation is broken

Expected: Pole Vectors are placed at the same offset position as in the Modular Rig editor (Reference Pose)

**

Actual:** Pole Vectors initialize at or near the bone root, as if the Construction Event is reading the animated pose rather than the Reference Pose

Using wireframe view helps us see the poles’ control transforms (the spheres) which are set to the transform of their base bone.

Pole transforms in the mesh:

**
Notes:**

  • The Arm module exhibits the same PV misplacement, but the visual artifact on the hands is less apparent

  • Manually repositioning the PV controls in Sequencer after activation is a valid but tedious workaround

  • Tested on UE 5.7.4