# \#rig

**URL:** https://forums.unrealengine.com/tag/rig/810.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [\[UE 5.8.4, Critical CRBP Issue\] Control Rig BP Editor is Unusable when Control Rig Asset gets big](https://forums.unrealengine.com/t/ue-5-8-4-critical-crbp-issue-control-rig-bp-editor-is-unusable-when-control-rig-asset-gets-big/2853104)

<div class="topic-metadata">

**Author:** [@Frank-Li-Game](https://forums.unrealengine.com/u/Frank-Li-Game)\
**Replies:** 1\
**Last updated:** [November 10, 2026, 6:29pm UTC](https://forums.unrealengine.com/t/ue-5-8-4-critical-crbp-issue-control-rig-bp-editor-is-unusable-when-control-rig-asset-gets-big/2853104 "2026-11-10T18:29:52Z")

</div>

I’m trying to upgrade the engine version from UE 5.7 to 5.8, beside other issues where upgrade messed up a bunch of nodes logic. The main issue is compile takes more than 10 seconds for every single small change in the …

---

## [UE5.8 Modular control rig can not be exposed in Bake to Control rig feature](https://forums.unrealengine.com/t/ue5-8-modular-control-rig-can-not-be-exposed-in-bake-to-control-rig-feature/2730790)

<div class="topic-metadata">

**Author:** [@3DBear](https://forums.unrealengine.com/u/3DBear)\
**Replies:** 3\
**Last updated:** [August 17, 2026, 5:58pm UTC](https://forums.unrealengine.com/t/ue5-8-modular-control-rig-can-not-be-exposed-in-bake-to-control-rig-feature/2730790 "2026-08-17T17:58:01Z")

</div>

Summary Modular rigs created in 5.8 version are not exposed for baking existing animations on them. The modular rigs imported from previous versions are working. The manually created control rigs are getting exposed afte…

---

## [Baked animation from control rig doesn't fully match what i made in level sequence](https://forums.unrealengine.com/t/baked-animation-from-control-rig-doesnt-fully-match-what-i-made-in-level-sequence/2742568)

<div class="topic-metadata">

**Author:** [@Player\_003](https://forums.unrealengine.com/u/Player_003)\
**Replies:** 3\
**Last updated:** [August 10, 2026, 10:53pm UTC](https://forums.unrealengine.com/t/baked-animation-from-control-rig-doesnt-fully-match-what-i-made-in-level-sequence/2742568 "2026-08-10T22:53:49Z")

</div>

you can see that fingers are off but this is how the pose looks like in level sequence and this is how it looks like when i bake it

---

## [Trying to match UE5 Skeleton to my custom character](https://forums.unrealengine.com/t/trying-to-match-ue5-skeleton-to-my-custom-character/1601285)

<div class="topic-metadata">

**Author:** [@MartenZander](https://forums.unrealengine.com/u/MartenZander)\
**Replies:** 1\
**Last updated:** [August 8, 2026, 3:41am UTC](https://forums.unrealengine.com/t/trying-to-match-ue5-skeleton-to-my-custom-character/1601285 "2026-08-08T03:41:36Z")

</div>

Hey there, I bet this has been discussed many times before but I just can’t seem to find proper and reliable information on this online. I worked out an animation blueprint using the SK\_Manny. Now I want to rig my own …

---

## [Left HindLeg breaks when creating Modular Control Rig in Unreal Engine 5.8](https://forums.unrealengine.com/t/left-hindleg-breaks-when-creating-modular-control-rig-in-unreal-engine-5-8/2736524)

<div class="topic-metadata">

**Author:** [@MalikHamzaAsad17](https://forums.unrealengine.com/u/MalikHamzaAsad17)\
**Replies:** 2\
**Last updated:** [July 22, 2026, 12:06pm UTC](https://forums.unrealengine.com/t/left-hindleg-breaks-when-creating-modular-control-rig-in-unreal-engine-5-8/2736524 "2026-07-22T12:06:28Z")

</div>

Hi everyone, I am working on a Modular Control Rig for a hybrid/creature character in Unreal Engine 5.8, and I am facing an issue with the Left HindLeg module. The character has an animal-style leg hierarchy, so I am u…

---

## [AUTOMATIC RETARGETING ANIMATION MADE ORIGINAL MESH AND ANIMATION SEQUENCE HAS DIFFERENT SIZE UE 5.4.4](https://forums.unrealengine.com/t/automatic-retargeting-animation-made-original-mesh-and-animation-sequence-has-different-size-ue-5-4-4/2736371)

<div class="topic-metadata">

**Author:** [@ArizenHizumi](https://forums.unrealengine.com/u/ArizenHizumi)\
**Replies:** 1\
**Last updated:** [July 19, 2026, 8:29am UTC](https://forums.unrealengine.com/t/automatic-retargeting-animation-made-original-mesh-and-animation-sequence-has-different-size-ue-5-4-4/2736371 "2026-07-19T08:29:13Z")

</div>

PLEASE HELP ME, I REALLY APPRECIATE IT!!! So I have a problem with the Automatic Retarget Animation. Source and Target has different size, the Target is a giant size (got it on internet, when I import it, the size is gi…

---

## [Reft HindLeg breaks when creating Modular Control Rig in Unreal Engine 5.8](https://forums.unrealengine.com/t/reft-hindleg-breaks-when-creating-modular-control-rig-in-unreal-engine-5-8/2736525)

<div class="topic-metadata">

**Author:** [@MalikHamzaAsad17](https://forums.unrealengine.com/u/MalikHamzaAsad17)\
**Replies:** 0\
**Last updated:** [July 17, 2026, 9:07pm UTC](https://forums.unrealengine.com/t/reft-hindleg-breaks-when-creating-modular-control-rig-in-unreal-engine-5-8/2736525 "2026-07-17T21:07:16Z")

</div>

Hi everyone, I am working on a Modular Control Rig for a hybrid/creature character in Unreal Engine 5.8, and I am facing an issue with the Left HindLeg module. The character has an animal-style leg hierarchy, so I am u…

---

## [Public Control Rig Module vars revert to their default after engine restart ](https://forums.unrealengine.com/t/public-control-rig-module-vars-revert-to-their-default-after-engine-restart/2735899)

<div class="topic-metadata">

**Author:** [@TMaginot](https://forums.unrealengine.com/u/TMaginot)\
**Replies:** 0\
**Last updated:** [July 15, 2026, 2:01pm UTC](https://forums.unrealengine.com/t/public-control-rig-module-vars-revert-to-their-default-after-engine-restart/2735899 "2026-07-15T14:01:03Z")

</div>

Summary Public variables of Control Rig Modules do not preserve their custom, per instance set values and revert after editor restart to their defaults set in the module’s asset. Causes also issues when trying to build …

---

## [Control Rig : Matching Arrays to Connectors](https://forums.unrealengine.com/t/control-rig-matching-arrays-to-connectors/2694359)

<div class="topic-metadata">

**Author:** [@riggedbycharlie](https://forums.unrealengine.com/u/riggedbycharlie)\
**Replies:** 2\
**Last updated:** [June 30, 2026, 1:24pm UTC](https://forums.unrealengine.com/t/control-rig-matching-arrays-to-connectors/2694359 "2026-06-30T13:24:10Z")

</div>

Hello, I’m working on a rig module, and I’m trying to set some default matches for the connectors in the connector event graph, but I’m not finding a proper way to set connectors that take arrays as input. The node I’m …

---

## [Control Rig for Metahuman is not manipulating MH mesh?](https://forums.unrealengine.com/t/control-rig-for-metahuman-is-not-manipulating-mh-mesh/1772368)

<div class="topic-metadata">

**Author:** [@cultofgub](https://forums.unrealengine.com/u/cultofgub)\
**Replies:** 1\
**Last updated:** [June 22, 2026, 2:42pm UTC](https://forums.unrealengine.com/t/control-rig-for-metahuman-is-not-manipulating-mh-mesh/1772368 "2026-06-22T14:42:53Z")

</div>

As I was animating my Metahuman Control Rig in sequencer, the rig suddenly ‘disconnected’ from the mesh and now the mesh is not moving at all (including other shots that I previously animated). It looks like my animatio…

---

## [Attaching Helmet with Strap to MetaHuman Rig](https://forums.unrealengine.com/t/attaching-helmet-with-strap-to-metahuman-rig/2045751)

<div class="topic-metadata">

**Author:** [@422South](https://forums.unrealengine.com/u/422South)\
**Replies:** 2\
**Last updated:** [June 16, 2026, 2:55pm UTC](https://forums.unrealengine.com/t/attaching-helmet-with-strap-to-metahuman-rig/2045751 "2026-06-16T14:55:36Z")

</div>

I need to attach a soldier’s helmet to the metahuman face rig. But I can’t get the chin strap section to follow the rig. I’ve imported the rig into Maya using Bridge and attached the Helmet and strap. But I do know how…

---

## [How to import Physic Asset into control rig ](https://forums.unrealengine.com/t/how-to-import-physic-asset-into-control-rig/2727777)

<div class="topic-metadata">

**Author:** [@Enzocst](https://forums.unrealengine.com/u/Enzocst)\
**Replies:** 0\
**Last updated:** [June 10, 2026, 2:43pm UTC](https://forums.unrealengine.com/t/how-to-import-physic-asset-into-control-rig/2727777 "2026-06-10T14:43:24Z")

</div>

Hi everyone, I’m using Unreal Engine 5.7 and I’m setting up a character with two separate Skeletal Meshes: A character mesh with its own Skeleton, Control Rig, and Physics Asset. A cape mesh with a separate Skelet…

---

## [Stretch and Squash Soccer Ball](https://forums.unrealengine.com/t/stretch-and-squash-soccer-ball/2725933)

<div class="topic-metadata">

**Author:** [@huacho85](https://forums.unrealengine.com/u/huacho85)\
**Replies:** 2\
**Last updated:** [June 2, 2026, 10:22pm UTC](https://forums.unrealengine.com/t/stretch-and-squash-soccer-ball/2725933 "2026-06-02T22:22:11Z")

</div>

Hi everyone, I am doing a stretch and squash rig for a soccer ball, I got the stretch and squash working, using some match and then scale x, y, z to have the deformations. However, when I rotate the child of the deformed…

---

## [Invisible custom NPC, or Custom NPC extremely offset](https://forums.unrealengine.com/t/invisible-custom-npc-or-custom-npc-extremely-offset/2723942)

<div class="topic-metadata">

**Author:** [@Camping\_Hobbit](https://forums.unrealengine.com/u/Camping_Hobbit)\
**Replies:** 0\
**Last updated:** [May 23, 2026, 5:57am UTC](https://forums.unrealengine.com/t/invisible-custom-npc-or-custom-npc-extremely-offset/2723942 "2026-05-23T05:57:36Z")

</div>

This is just something I figured out after way too long, and I wanted to share it in case anyone else was dealing with a similar issue. I was dealing with a very frustrating issue with the custom skeletal mesh that I wa…

---

## [CJ's Studios - UE5 Rig for Blender](https://forums.unrealengine.com/t/cjs-studios-ue5-rig-for-blender/2573887)

<div class="topic-metadata">

**Author:** [@cjmlima](https://forums.unrealengine.com/u/cjmlima)\
**Replies:** 4\
**Last updated:** [April 21, 2026, 2:27pm UTC](https://forums.unrealengine.com/t/cjs-studios-ue5-rig-for-blender/2573887 "2026-04-21T14:27:20Z")

</div>

Version 3.1.1 I haven't found any Blender rig for UE5 Manny Skeleton, so I decided to make it myself. It's very basic at that moment but can be useful. Features: Mirrorable poses Advanced Soft Feet IK and Hands IK UI Co…

---

## [bug in Unreal Engine 5.7 related to Control Rig](https://forums.unrealengine.com/t/bug-in-unreal-engine-5-7-related-to-control-rig/2693424)

<div class="topic-metadata">

**Author:** [@General\_AKO](https://forums.unrealengine.com/u/General_AKO)\
**Replies:** 2\
**Last updated:** [March 29, 2026, 2:52pm UTC](https://forums.unrealengine.com/t/bug-in-unreal-engine-5-7-related-to-control-rig/2693424 "2026-03-29T14:52:22Z")

</div>

This appears to be a regression issue in Unreal Engine 5.7 related to Control Rig playback inside Level Sequence, specifically affecting finger animations. Finger controls work correctly inside the Control Rig Editor, a…

---

## [The animation is baked from control rig in editor is broken?](https://forums.unrealengine.com/t/the-animation-is-baked-from-control-rig-in-editor-is-broken/763537)

<div class="topic-metadata">

**Author:** [@quano1](https://forums.unrealengine.com/u/quano1)\
**Replies:** 3\
**Last updated:** [March 25, 2026, 1:25pm UTC](https://forums.unrealengine.com/t/the-animation-is-baked-from-control-rig-in-editor-is-broken/763537 "2026-03-25T13:25:10Z")

</div>

The first frame in the level sequencer: This is the result after baking to animation sequence: Any idea?

---

## [JTX Hyper Cars 3D – Premium Game & Cinematic Hypercars](https://forums.unrealengine.com/t/jtx-hyper-cars-3d-premium-game-cinematic-hypercars/2705401)

<div class="topic-metadata">

**Author:** [@Aer-onaut](https://forums.unrealengine.com/u/Aer-onaut)\
**Replies:** 0\
**Last updated:** [March 11, 2026, 12:17pm UTC](https://forums.unrealengine.com/t/jtx-hyper-cars-3d-premium-game-cinematic-hypercars/2705401 "2026-03-11T12:17:32Z")

</div>

Stop scrolling! Experience fully rigged, animated, original hypercars built for games, cinematic projects, and simulations. Current Models: JTX GX50 Aetherion JTX GX50 Raydon Coming Soon: JTX SP50 A…

---

## [Blender Rig to Unreal: Unable to import fbx file into blender as multiple roots are found in bone hierarchy. ](https://forums.unrealengine.com/t/blender-rig-to-unreal-unable-to-import-fbx-file-into-blender-as-multiple-roots-are-found-in-bone-hierarchy/2703272)

<div class="topic-metadata">

**Author:** [@pimpingpopples](https://forums.unrealengine.com/u/pimpingpopples)\
**Replies:** 0\
**Last updated:** [March 2, 2026, 8:23pm UTC](https://forums.unrealengine.com/t/blender-rig-to-unreal-unable-to-import-fbx-file-into-blender-as-multiple-roots-are-found-in-bone-hierarchy/2703272 "2026-03-02T20:23:17Z")

</div>

Beginner with both blender and unreal engine here. I have been trouble getting rigify human rigs to work with unreal so have made my own to import. However, I’m still having problems importing them. I can seem to import …

---

## [IK Problem: "Set Retarget Root" and "Root chain details" are not there anymore](https://forums.unrealengine.com/t/ik-problem-set-retarget-root-and-root-chain-details-are-not-there-anymore/2700166)

<div class="topic-metadata">

**Author:** [@xx\_pooya\_xx](https://forums.unrealengine.com/u/xx_pooya_xx)\
**Replies:** 1\
**Last updated:** [February 16, 2026, 9:48pm UTC](https://forums.unrealengine.com/t/ik-problem-set-retarget-root-and-root-chain-details-are-not-there-anymore/2700166 "2026-02-16T21:48:29Z")

</div>

Hey all! I have been using UE for over 5 years and for our project I am trying to retarget some animations to our character. The animation panels used to have a window that we could set global translation modes etc. It…

---

## [Control Rig Spline Help](https://forums.unrealengine.com/t/control-rig-spline-help/2699400)

<div class="topic-metadata">

**Author:** [@NerdySnail](https://forums.unrealengine.com/u/NerdySnail)\
**Replies:** 0\
**Last updated:** [February 12, 2026, 10:31pm UTC](https://forums.unrealengine.com/t/control-rig-spline-help/2699400 "2026-02-12T22:31:34Z")

</div>

Hello! I have a snail character in my project and I have been trying to get the model to bend to fit against the ground like how a snail in real life would. I think a spline IK would be best for this but I keep running i…

---

## [Metahuman Custom Clothing LOD Issue](https://forums.unrealengine.com/t/metahuman-custom-clothing-lod-issue/1178981)

<div class="topic-metadata">

**Author:** [@arunvallikod](https://forums.unrealengine.com/u/arunvallikod)\
**Replies:** 7\
**Last updated:** [February 3, 2026, 5:18am UTC](https://forums.unrealengine.com/t/metahuman-custom-clothing-lod-issue/1178981 "2026-02-03T05:18:30Z")

</div>

Hi everyone, I was facing some issues with Metahuman’s custom clothing. Since Metahuman LOD uses bone abstraction, I understand that clothes also have to exclude those bones at specific LODs. I used the same LOD setting…

---

## [Runtime Deformers and ControlRigs](https://forums.unrealengine.com/t/runtime-deformers-and-controlrigs/2692994)

<div class="topic-metadata">

**Author:** [@Distinct](https://forums.unrealengine.com/u/Distinct)\
**Replies:** 0\
**Last updated:** [January 18, 2026, 3:05am UTC](https://forums.unrealengine.com/t/runtime-deformers-and-controlrigs/2692994 "2026-01-18T03:05:52Z")

</div>

I want to replicate the sequencer Controlrigs/Controlrig Deformers but for runtime use, any resources for Runtime control rigs and control rig deformers?(theres a fair bit of extra steps for deformers so making a distinc…

---

## [Bug Modular Rig](https://forums.unrealengine.com/t/bug-modular-rig/2687729)

<div class="topic-metadata">

**Author:** [@NodirGanievCGI](https://forums.unrealengine.com/u/NodirGanievCGI)\
**Replies:** 1\
**Last updated:** [January 6, 2026, 7:45am UTC](https://forums.unrealengine.com/t/bug-modular-rig/2687729 "2026-01-06T07:45:15Z")

</div>

https://youtu.be/VXLOJTYQKCs UE5 Control Rig – Modular Vehicle Suspension initializes fully compressed Engine: Unreal Engine 5 (Control Rig, Modular Vehicle Rig) Issue: When the vehicle is at its default position (Veh…

---

## [Deformer,control rig, modular rig](https://forums.unrealengine.com/t/deformer-control-rig-modular-rig/2689147)

<div class="topic-metadata">

**Author:** [@NodirGanievCGI](https://forums.unrealengine.com/u/NodirGanievCGI)\
**Replies:** 0\
**Last updated:** [January 2, 2026, 1:48pm UTC](https://forums.unrealengine.com/t/deformer-control-rig-modular-rig/2689147 "2026-01-02T13:48:02Z")

</div>

When I use a deformer, the wheel drops below the center joint. However, I want the deformation to affect only the bottom part of the tire. I tried to limit the deformer’s area to the lower part, but it didn’t work.

---

## [Character Animation Import Problem](https://forums.unrealengine.com/t/character-animation-import-problem/2684841)

<div class="topic-metadata">

**Author:** [@Cedirvin](https://forums.unrealengine.com/u/Cedirvin)\
**Replies:** 1\
**Last updated:** [December 15, 2025, 3:02pm UTC](https://forums.unrealengine.com/t/character-animation-import-problem/2684841 "2025-12-15T15:02:50Z")

</div>

Hello, I’ve been having trouble with my character’s custom imported animation’s head not moving. I exported the animations from Cascadeur and used a UE5 compatible rig (Game Rig Tools plugin in Blender), the rest of the…

---

## [ControlRig BasicIK WorkIncorrectly ](https://forums.unrealengine.com/t/controlrig-basicik-workincorrectly/2683780)

<div class="topic-metadata">

**Author:** [@3957cf0a6b2044af9dc80d8ceb83c199](https://forums.unrealengine.com/u/3957cf0a6b2044af9dc80d8ceb83c199)\
**Replies:** 0\
**Last updated:** [December 10, 2025, 2:04pm UTC](https://forums.unrealengine.com/t/controlrig-basicik-workincorrectly/2683780 "2025-12-10T14:04:52Z")

</div>

I’m having an issue with the Control Rig’s Control Bindings in UE5. My skeletal chain is connected correctly, but when I use BasicIK, the ankle bends incorrectly . This problem has been troubling me for a long t…

---

## [ControlRig BasicIK Work Incorrectly ](https://forums.unrealengine.com/t/controlrig-basicik-work-incorrectly/2683778)

<div class="topic-metadata">

**Author:** [@3957cf0a6b2044af9dc80d8ceb83c199](https://forums.unrealengine.com/u/3957cf0a6b2044af9dc80d8ceb83c199)\
**Replies:** 0\
**Last updated:** [December 10, 2025, 2:00pm UTC](https://forums.unrealengine.com/t/controlrig-basicik-work-incorrectly/2683778 "2025-12-10T14:00:40Z")

</div>

I’m having an issue with the Control Rig’s Control Bindings in UE5. My skeletal chain is connected correctly, but when I use BasicIK, the ankle bends incorrectly . This problem has been troubling me for a long time…

---

## [Basic Ik broken](https://forums.unrealengine.com/t/basic-ik-broken/2681882)

<div class="topic-metadata">

**Author:** [@KMzuru](https://forums.unrealengine.com/u/KMzuru)\
**Replies:** 2\
**Last updated:** [December 4, 2025, 8:33am UTC](https://forums.unrealengine.com/t/basic-ik-broken/2681882 "2025-12-04T08:33:34Z")

</div>

Trying to use the basic IK but the arm is broken in a sort of zigzag pattern, not sure why, need help. (Screen capture - cfc4a4ded056b8642450b9eef8dbaf57 - Gyazo)

---

## [Why does my custom character move less than Manny when retargeting?](https://forums.unrealengine.com/t/why-does-my-custom-character-move-less-than-manny-when-retargeting/2674223)

<div class="topic-metadata">

**Author:** [@axly0](https://forums.unrealengine.com/u/axly0)\
**Replies:** 3\
**Last updated:** [November 13, 2025, 3:46pm UTC](https://forums.unrealengine.com/t/why-does-my-custom-character-move-less-than-manny-when-retargeting/2674223 "2025-11-13T15:46:31Z")

</div>

I’m trying to retarget animations from the UE Mannequin to my own character, which is a fairly simple model. In my first attempt, I created a completely custom rig and set up the chain mapping, but the animation didn’t …

[Next page](https://forums.unrealengine.com/tag/rig/810.md?match_all_tags=true&page=1&tags%5B%5D=rig)
