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EPIC_leg_02 swing joint in 5.3.3

Hello!

I tried to upgrade from mGear 5.0.7 to mGear 5.3.3 and ran into an issue with EPIC_leg_02.

My guide is derived from the gameready biped template and uses EPIC_leg_02. For 5.3.3 I ran the update guide function which finished successfully. When I build the rig in 5.0.7 it produces the following joints structure which works fine:
507_joints

In 5.3.3 an additional “swing” joint is generated which I don’t need:
533_joints

When I move the leg_R0_tweak0_ctl control to which this bone is attached, it acts weird.

This is how it worked in 5.0.7:

Is this a bug or am I missing something? I’d appreciate any tips on how to build the rig the same way as it was in 5.0.7.

Here is the complete guide: https://drive.google.com/file/d/1eGN_EcP-PsGhht12MtlIaZXPiDvILRh6/

If I recall correctly this joint was added to decouple the twist from the main thigh joint. So it is not creating conflicts with automations in the game engine. Like recalculating IK contacts with blueprints.
Maybe I should make this as an option :sweat_smile: