BUG: UE 5.4.3 Modular Rig

Is UE 5.4.3 modular rig broken for anyone else? Is this a bug?

in UE 5.4.3: When I drag the leg and foot modules onto the rig, the knee control generate at 0,0,0.

This was not the case in UE 5.4.2. the leg and foot modules worked correctly.


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Hi! You can fix it by open Arm Rig Module with double tap, find CONSTR TwoBoneLimb tab and check «Draw Transform» on ComputePoleVector

I guess they just forget to turn this on in update :grin:

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Did I do something wrong? I turned on the “Draw Transform” and pressed Compile.

But when I open my character, the knees controls are still at 0,0,0.

Pressing Compile did not fix the issue. So I deleted the original leg module and place a new one in, the knee controls are still pointed at 0,0,0

Dieselfde vraag, hoe om die probleem op te los, 5.42 kan nie teruggaan nie

Yes, I hope Epic fixes this. Like you said, we can not go back to version 5.4.2

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I could fix this with MishaMurai’s solution. I Appreciate MishaMurai.
But need more under steps.
Check “Draw Transform” → Compile Arm Rig Module → Compile Leg Rig Module → Compile My Character Modular Rig

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Can someone upload a video for the fix? I did something wrong when I edited the “Draw Transform” and Compiled. Now I get an error when I drag a leg module onto the spine.

I hope Epic releases a version fix, soon.

and also must save all i think

Thank you very much for successfully solving the problem

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I encountered the same problem. What went wrong?

This is the fix @user_e4461cce2b753366920cd3318e14e905e09ee9fb34e5f8153712aa and then save.

Is anyone having an issue with the foot module now? Everytime I save my right foot goes up, its so weird.

edit: In FWD Foot of foot module if I disconnect Get Module Item Metadata from the Roll Control input the problem stops. weird

If I click on the link, there is no solution for the fix to be found.

I think we need to wait for Epic to release a new 5.4.4 fix or wait for 5.5.

Hi! You can fix it by open Arm Rig Module with double tap, find CONSTR TwoBoneLimb tab and check «Draw Transform» on ComputePoleVector

I guess they just forget to turn this on in update :grin:

Actually, i’m not sure why this worked in one of my projects but in a new one i have the same issue as OP and everyone else and the draw transform box is already checked. If anyone is goated enough with vector math to figure out how that pole vector is being computed incorrectly, all you have to do is open that function and give us the answer :smiley: i think 5.4.1 broke it? @epic??

bump

Here i made a quick video: https://www.youtube.com/watch?v=3cYWfiUDrgU

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Thanks that one worked for me

Note that even with the fix in 5.4.4, the pole vector calculations seems to be off. You’ll notice in their tutorial videos, that once you drop in the leg module, the angle pops. If you default the leg module to FK, it won’t pop. In the original Manny control rig, both IK and FK initial looks identical (albeit if you traced the transforms, they’re actually slightly off). The math required for going between FK and IK for the arms and legs are seemingly not deterministic. If you toggle back and forth the switch enough times in control rig, you’ll see the bones starting to drift. With that said, when you’re in sequencer it’s less noticeable as it calls construction script and resets it and for it to accumulate you’d have to key a bunch of consecutive mode switches for it to accumulate.

I even went as far as to make my own leg module using manny’s backwards and forward solve functions. I managed to get the Module’s forward, backward, forward + backward all aligned but when dropping onto a modular control rig, it seems to fail on backward + forward and more specifically just the values on the pole vector null. Still tracing to see if this is a bug or not but ideally the default leg should have this covered.

Other notable differences is that in the Manny setup, the pole vector null is situated at the thigh joint, while the modular leg pole vector null is actually at the point of the null. Also in the Manny rig, the pole vectors lengths are initialized in the construction script, while the modular leg one is not, so you’ll notice that the modular leg starts off with longer pole vectors, but once you toggle the fk ik mode and back, the pole vector is now short and stuck to the knee.

Also another side note, the Arm module when used on a metahuman will spawn a ton of sockets on all the corrective bones except for the tip bone that is needed to bind the finger. The spawn node logic for the finger I think needs to be reworked too.

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5.4.4 seems to have fixed the issue.

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