How do I connect the values of a control to a null value under it?

I am trying modify the Tail module so that when I scale the FK Tail controls, a null I created under said FK Tail control would be scaled inversely to the control. My end plan is to have the next tail control parented underneath it so when I scale an FK control, its FK descendants aren’t similarly scaled.

Unfortunately, I am at a loss on how to do so. Should I be making the controls in StandardFunctionLibrary under Create FK Tail Controls, or should they be somewhere else?

I want to connect attributes like in Maya.

Steps to Reproduce
N/A

Hey there,

The tail rig module will generate a structure that has each piece that you need. So you don’t need to modify Create FK Tail Controls.

The only thing that you should need to do is modify the FWD_FK_Tail function. Where you would inversely scale the null child during the forward solve.

“I want to connect attributes like in Maya.”

I’m curious as to what you mean by this?

Ah gotcha,

Yes, control rig operates more in a functional programming way and allows us to work in ways that Maya cannot. If you haven’t had a chance to review the videos and documents that Chase and the rest of the dev have put together here:

https://dev.epicgames.com/community/learning/tutorials/6VM8/unreal-engine-control-rig-resources

I recommend it, because there are very good insights on the differences between the 2 systems.

I’m used to Maya’s Attribute connections, so I can link an attribute like scale or translate from a source object into the target object. It’s similar to parenting, but Maya connects the source movements using a specific node into the target object.

You can also do things like connect the Translate of a source object into the rotate of a target object.