Can we get a real dive into creating a proper module by ourselves ?
The reality from any game production is that nobody truly need to animate inside the engine. It’s not a need, never been and never will be despite your overarching goal of making unreal become an all around tool.
The real use case of Control rig has always been to expose and have additive proceduralism injected into a dymanic rigs. i.e. making slight procedural follow up movement and or enhanced motion based on player’s input. Now I salute the effort at making it “easier” for artist, but why does the solution needs to over complexifying the rest of the underlying system and add so much cluttered files and logic. The simple fact that modules require this level of executions just to fetch and create rig controller hierarchy is staggering by itself.
Diving into the Module creation system completely feels like only a few people in the world would know how to make one from scratch, mainly the unreal over-engineering team that made it. Structures matter, if i am to provide a tool for my artist to do it with a couple single clicks but it takes me 5 months to just figure out the system, well let’s disregard entirely this “module” approach.