Foot Ik Messing Up Montage

So as far as control rigs and ik rigs go, its all default third person because this is an area of Unreal I have never touched before. For the anim BP its pretty default as well except my Locomotion State Machine


This is so I can switch between battle ready idle/movement and normal idle/movement.

The Event graph now has the additional node from the ik tutorial I mention in my last reply plus these so I can dynamically adjust montage play rates from my character BP

The only custom anim related things I have are the one montage I created using the control rig and level sequence.

As I said this is all new to me, so hopefully all the pics help describe what I mean but this is also why I am hesitant to do away with all the preset up rigs and make them myself.

As for what I want to achieve I like the natural repositioning of the character that the Control Rig node in the anim BP achieves with the legs as seen in the og post, just without the wonky foot effect when specifically playing the montage I created using the level sequence.

Edit:
Hopefully this helps show what I’m after.
Here is the Control Rig node back in use.


And now the IK Rig node in the same spot.

The control rig seems to be more natural while the IK rig holds the character mesh in its collider, seemingly suspended, but the control rig allows the character mesh to step down as well as up despite the collider still being at the top of the ramp’s edge.

I don’t know if that helps and sorry if anything is unclear but I am rather tired right now. I only originally went down this rabbit hole of rigs hopping it would be an easy fix to this mostly working default feature.