How to properly use Spline IK?

I’m trying to apply Spline IK to a joint chain but the problem is that the control points don’t follow the parent of the chain. The control point transforms appear to be relative to the initial spline and there’s no option to change them to world or component space.

In Maya, I would typically apply a cluster deformer to the base control point and parent constrain it to the parent of the first joint in the chain; for example, if the joint hierarchy goes Pelvis -> Spine1 -> Spine2 -> Spine3 and the spline IK is applied to Spine1 through Spine3, I would constrain the first spline control vertex to the Pelvis.

Is there a way to do this easily with the UE4 Spline IK? What is the preferred way to set it up?

Does nobody use Spline IK for character animation?

I dont think so. Its preeeeetty bad and useless.
Prove me wrong Epic.

That’s what I was afraid of. :frowning: