FeetIK Progress - TwoBoneIK
Been bashing my head against this thread all week, managed to get a decent start with Feet IK so Ill post my findings below.
Thanks to Rhythm and , you guys rock.

I first used the FABRIK nodes but wasn’t able to get any decent results. The best I managed still had the knees bending forward and sideways giving my Character broken legs. ;(
I read this from -
So when I learned that, I figured without PHAT constraints I wouldn’t be able to lock the joint rotation to prevent overbending (without editing the C++ code for FABRIK).
With that, I switched back to TwoBoneIK, but the default skeleton in UE4 doesn’t have the required bones I needed for the Right and Left knee pit.
So on the advice of Rythm -
I did just that. I added the forward vector of the capsule component to the location of the foot socket and offset the vector on the Z to give me a rough point in front of the characters knee.
Bit hacky but the effect worked without having to mess with the default skeleton.
Still have more work to do to fix the rotation of the foot and sell the overall effect, but this is my progress so far!
Also need to implement an animation function on n008`s advice and get the anim lerps off the tick -
My blueprints are exactly the same as with a slight alteration in the AnimBP to get the vector for the Right and Left knee, like in the image below
Implemented this on a ThirdPersonTemplate project in 4.10, all fine!
