This is true for any arm component in the latest version of mGear 4, in Maya 2023.
Take the famous arm_2j_01 that creates the famous arm_C0_ik_ctl. No need to rig more than the component itself, so no Space Switching. If you Rotate the arm guide and then Build Rig, arm_C0_ik_ctl is going to have some rotations, in order to keep the pose rotated. If you zero them out, they will pop into a pose that has the hands perpendicular to the body.
This creates either
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an odd and possibly unusable binding pose, if you zero out the controllers, with a pose that is not ideal to use for the default rig pose; or
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a binding pose that doesnāt have zeroed out controllers, so it has odd rig values that are not ideal to use for the default rig pose.
arm_C0_ik_cns is unavailable, no other upper group that I could use to fix the pose, after rigging. btw, the same problem happens if you use the terrible Tr-Rot separation [I really hope you guys change this from being ON by default btw, because it produces not only a setup thatās difficult to work with but I believe itās also quite broken, the rotations are unusable if you move the āmainā IK control away from its parent. also, what you consider Main, I consider Secondary, and the Parent is the actual Main. or else you leave the parent behind, and it becomes unusable.]
I found the āWrist rotation control wonāt freeze transformā bug, incorrectly marked as solved. Iām not sure if that hack works, but I think this is a pretty important bug that deserves a proper fix, because arm setups are quite often necessary in rigs. ^ ^ I havenāt found anything else so far, thatās not zeroed out, this might be the only case, and Iāve tested all your components.