Hi wha092686! I’ve got the solution for you. I’m going to assume that you have already your mannequin in Blender picked up as an Unreal Mannequin Rig. Here’s the trick:
- In the UE to Rigify tab select the mode “Source to deform”,
- Make a window for the “Bone Remaping” Layout
(if “Source to deform” nodes doesn’t appear, go first to “Fk to Source” and come back.)
- We have to make between 5 and 8 new node links depending on which version of the addon you have**: Your 5 essentials are hand_IK.R / hand_IK.L / hand_gun_IK / foot_IK.L and foot_IK.R.
- Click the red sphere that correspond to the hand_ik.R for example, then hold Shift and click to add the DEF-hand.R to the selection (octathedral green bone)
- Press Alt + 1 and select “Link Selected Bones”.
- You have to do this with the other bones also to the one that corresponds. Hand_gun_IK goes with the hand_IK.R too.
**In the newest version (ue2rigify 1.5.7) Root motion is a default, but I started with the 1.3.7 and I had to do this (actually this was the first thing that wanted to do). If that’s your case I encourage you to make nodes also for Pelvis, Foot IK and Hand Ik to the Root (Pelvis->Root ; FootIK_root ->Root ; HandIK_root ->Root)
In the Rig Collection click in the Eye closed to unhide and see the bones. These are the actual bones that Unreal is going to pick up.
Last thing, in the second “root” the one with the guy holding a square handball ball (?) or a square, whatever you like most,
Add Object Contraint (copy location and copy rotation)and search for “parent_root”
PS: Whenever you close the blender project and open it again, you may have to select again the “parent_root” bone in the Object Contraint window. (copy location and copy rotation)
I hope this helps! Have a fantastic day!