# Modular Control Rig - Foot breaks the leg module

**URL:** <https://forums.unrealengine.com/t/modular-control-rig-foot-breaks-the-leg-module/2335087>\
**Category:** Character & Animation\
**Tags:** unreal-engine, question\
**Created:** [February 15, 2025, 7:53pm UTC](https://forums.unrealengine.com/t/modular-control-rig-foot-breaks-the-leg-module/2335087 "2025-02-15T19:53:38Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Acolori\_Medien](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/acolori_medien/32/88713_2.png) [@Acolori\_Medien](https://forums.unrealengine.com/u/Acolori_Medien)\
**Post date:** [September 25, 2025, 9:51pm UTC](https://forums.unrealengine.com/t/modular-control-rig-foot-breaks-the-leg-module/2335087/5 "2025-09-25T21:51:49Z")

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Just found another post and it seems to still be broken, gonna try the fix suggested in this post here:

> [@Modular Rig 5.6 still broken](https://forums.unrealengine.com/t/modular-rig-5-6-still-broken/2544246/2):
>
> It does work on Quinn, but foot socket does not auto create after adding leg module when using other character meshes with same hierarchy (no twist bones tho). @chasecooper if you right click the bone in the rig hierarchy, and add the socket yourself then create the control as usual and set up the settings for the control like so it will work. make sure to parent the control in the your module hierarchy to the correct leg. @JackSamurai1

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