I just wonder what solutions there might be out there to solve this case, if you wanna change a character rig (esp. mgear rig) after the animation has already started and animators have already produced animations that you don't want to put in the trash bin...
Since (as far as I know) iterative work is quite popular and systems like mgear are pretty much built to enable quick changes, I can't imagine that this is an uncommon problem in studio pipelines and probably most studios have some kind of solution for that!?
At least, I know that there are some custom solutions for that Ubisoft Montreal and Toronto with their custom IK Rig, but of course, that's months of custom development (and not for Unreal Engine). Maybe there is a simpler solution, maybe even a standard one for Unreal Engine? I cannot imagine that Epic Games doesn't face this issue in their pipeline, so surely they provide something to solve this in Unreal Engine?
Any thought and tip in a direction is appreciated.
Thanks a lot and have a nice day,