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FullBody IK not working on skeletal mesh with different translations than skeleton

Hi all, I ran into this issue with fullBodyIK on UE5, wondering if anybody knows a workaround ? Here´s what happens :

applying a full body IK to a skeletal mesh works fine as long as the skeletal mesh has exactly the same positions than the skeleton. If, however, im using a different proportions character (but with the same skeleton), it explodes. Regular IK seems to work fine, its just fullbody IK that doesnt.

Is there any kind of node that can be inserted in the control rig graph or other type of workaround to compensate for this, currently ? or is more like a bug ?

Thanks so much in advance for any help!