Why can you pass TArrays to Control Rig if there seems to be no way to access the members?

I am passing an array of bools to control rig to control foot placement at runtime, however I cannot access the members through any node I can see.

I am also not sure I can make my own class of control rig to solve the issue either, since the node to reference the Array doesn’t seem to be passing an array type, but a single bool?

Does anyone know if there is planned development on this or have any ideas about some C++ functions I could add to my own class to create this functionality?

same question as you .
have you sloved this problem?

I dm’ed the “product specialist” for Control Rig on Twitter and he couldn’t say much on this.

It certainly would be faster to pass data to Control Rig rather than having more bones in your rig, but the way I am going about it for now is just to have my major controls all acting off control bones that are in the rig, and moving these in the animation blueprint prior to the Control Rig call.

I am thinking of attempting to override the Control Rig class in C++ and seeing whether I can pass data directly to it and make my own nodes which call that data in the Control Rig VM but I am hoping this will be unnecessary with future versions of Control Rig.