First, I completely fixed our folder structures in Perforce and Unreal to be more asset effective.
Next, I worked on the character rig for Sol. The rig is still missing finger controls and an advanced facial rig. However, the rig does have Fk, Ik, stretchiness, space switching, and scalability.
For this sprint, I also looked at pipeline techniques and attempted to integrate a Maya to Unreal live link for our character rigs and cameras. This workflow would speed up our process when exporting and importing to and from Maya and Unreal Engine. However, I have not yet had luck with installing the plugin and getting it to work for us.