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IK bone orientation

So I am using the ART tools within Maya, working on a project that requires the use of the IK bones. So originally I thought just having the bones present was enough (As it was for previous projects) and let the engines code drive the bones.

However on this project the bones need to be constrained within Maya to the ankle and wrist controls so when I export the IK bones follow the respective part.

The position comes over fine however I find no matter how I constrain things within Maya the orientation just doesn't match which is obviously causing issues in engine. This is probably more of a Maya question but any help pointing me in the right direction would be awesome!

I have attached two images, one of the Foot control then the other of the IK bone I am wanting to match to the foot.

I have tried resetting the transforms of both the IK joint and the foot controller. I have tried parenting it using both regular parent constraints and separate point/orientate constraints! I have matched the local axis of each part so I am at a loss here.

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Product Version: UE 4.19
footcntrl.jpg (16.1 kB)
ikbonevalues.jpg (16.3 kB)
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asked Apr 17 '18 at 01:48 PM in Using UE4

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