Modular Control Rig - Removes leg and foot connection in 5.5.4

Hello, I’m using the modular rig controls in my fbx character, everything works fantastic. However when I assign the leg module to my character, it works; immediately after, I add the “foot modular control” into the ball_L socket, and the leg and foot controls are automatically removed from the socket, null and module list. This is happening in Unreal 5.5.4.
In Unreal 5.5.3, I could re-add the foot module manually (by typing the names of the bone sockets) and it fixed the problem. Unreal 5.5.4 refuses to target the bones, and even removes the socket and null from the list (cannot add them back in the Modular control rig panel / hierarchy)

Looking at the log, I read:
Cannot resolve connector Connector(L_Foot:Ball Bone) because primary connector is not resolved

Please help. Is the modular control rig BROKEN?

I’ve posted a hotfix solution here:
#RIG2U5 Blender #UnrealEngine :orange_circle:Modular Foot rig hot fix https://youtu.be/TrqEOdQbX0E?feature=shared via @YouTube

Unfortunately, this does not solve a bigger problem:
If you use on the “Control rig (layered)” in the sequencer, the foot controllers will go crazy and constantly change position in the viewport. The toes can then no longer be moved. Surprisingly, this issue is ONLY on the layered control rig. When you use the standard control rig in the sequencer, it will work as expected.

There is a difference between 5.5.4 and 5.4.4 in all rigs i have seen.
In 5.4.4, for example, you have “Foot_settings” under optional and secondary connectors [Module Hierarchy tab].

the flickering of the controllers:


I have noticed a wast mismatch in the functions of the modular.uassets.

I don’t think there is a solution to this without messing around with the moduls…

EDIT: Although, i must say, toe movement does not work in 5.4. too. and also, ONLY in the layered Controlrig. But there is no crazy-controller spinning at all.
And yes, Toe movement works with the normal control rig aswell.