Adding Missing IK Bones - DrowningDragons/MoveIt-Wiki GitHub Wiki

Warning

This tool has a high chance to crash because it goes against engine design. Make sure to fix up re-directors throughout your project, close and restart the editor first, then run it. If it still crashes then you will need to use a 3D application and do it manually (not covered).

Tutorial

The best way to learn this tool is to watch the video! - However a critical step that only recently came to light is missing, so read below too.

Otherwise, simply open the editor tool called MoveIt_IKBone_Tool as it has instructions included. It's very basic, really, and wont let you do anything you shouldn't ;)

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Be warned that this tool adds all your IK bones with the correct hierarchy but at 0,0,0 for each bone. As MoveIt updates the IK bones to match the FK bones manually this is fine for MoveIt. If you need them accurately setup before any IK processing (during the initial state machine) that's on you!

Troubleshooting

If your mesh skeleton tree looks like this then it worked fine

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But if they look like this then it means they exist on the skeleton but not the mesh itself, and therefore will not work for that mesh. This is especially common with MetaHuman assets

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To resolve it, first open the mesh Asset Details and remove the custom LODSettings, allow it to regenerate, then add the IK bones again. Afterwards, you can re-add the LODSettings you removed and everything will work fine.

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