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      • RigLogicNoBones
    • Dynamic Skeletal Mesh Component
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  1. Runtime
  2. Utilities

RigLogicNoBones

Last updated 10 months ago

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This Animation Blueprint node allows users to select which bones are updated by Meta Human Rig Logic functionality.

Ignore Type
Description

Ignore Selected

Bones that are listed will not be updated by rig logic

Ignore Unselected

Bones that are listed will be updated by rig logic

Add Bones adds one item to Bones array

Add Bones from Clipboard pastes bones array from clipboard into the Bones array

Clear Bones clears the entire Bones array. Requires selecting Refresh Nodes afterwards so all node Pins get also removed.

To have a fully functional Meta Human head that correctly attaches to the body. You need to make sure the following bones are not ignored:
root
pelvis
spine_01
spine_02
spine_03
spine_04
spine_05
clavicle_pec_l
clavicle_pec_r
spine_04_latissimus_l
spine_04_latissimus_r
clavicle_l
clavicle_out_l
clavicle_scap_l
upperarm_l
upperarm_correctiveRoot_l
upperarm_out_l
upperarm_fwd_l
upperarm_in_l
upperarm_bck_l
clavicle_r
clavicle_out_r
clavicle_scap_r
upperarm_r
upperarm_correctiveRoot_r
upperarm_out_r
upperarm_fwd_r
upperarm_in_r
upperarm_bck_r
neck_01
neck_02
head
FACIAL_C_FacialRoot

Right clicking the nodes brings up its own menu: