I created a procedural rigging system using Unreal 5 for an organic creature and a mechanical character. This system heavily utilizes the tags and metadata features to automate bone inputs and hierarchy traversal. I created a variety of public modules for different solve directions, which can be used to create a rig setup. I used the following characters from my previous projects:
https://www.artstation.com/artwork/WBmZXG
Skull Crusher animation test with wheels, hydraulics, dynamics and gun driven by math and simulation
Skull Crusher animation test with hydraulics, dynamics and gun driven by math and simulation
Brute die animation test
Brute Walk animation test
Seamless FKIK setup
Dynamic Pivot using interaction node
Chainsaw setup using math interpolation
Skull crusher (Mechanical character) rig graph
Brute rig (Organic character) graph