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The CCID solver can solve N-Bone chains using the Cyclic Coordinate Descent Inverse Kinematics algorithm. For now this node supports single effector chains only.
| Name | FRigUnit_CCDIK |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
| Include Path | #include "Units/Highlevel/Hierarchy/RigUnit_CCDIK.h" |
Syntax
USTRUCT (Meta=(DisplayName="CCDIK", Category="Hierarchy", Keywords="N-Bone,IK", Deprecated="4.25"))
struct FRigUnit_CCDIK : public FRigUnit_HighlevelBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_HighlevelBaseMutable → FRigUnit_CCDIK
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_CCDIK() |
Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseRotationLimit | float | The general rotation limit to be applied to bones | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| bPropagateToChildren | bool | If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| bStartFromTail | bool | If set to true the direction of the solvers is flipped. | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| EffectorBone | FName | The last bone in the chain to solve - the effector | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| EffectorTransform | FTransform | The transform of the effector in global space | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| MaxIterations | int32 | The maximum number of iterations. Values between 4 and 16 are common. | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| Precision | float | The precision to use for the fabrik solver | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| RotationLimits | TArray< FRigUnit_CCDIK_RotationLimit > | Defines the limits of rotation per bone. | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| StartBone | FName | The first bone in the chain to solve | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| Weight | float | The weight of the solver - how much the IK should be applied. | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
|
| WorkData | FRigUnit_CCDIK_WorkData | Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |
Functions
Public
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
Units/Highlevel/Hierarchy/RigUnit_CCDIK.h | ||
virtual FRigVMStructUpgradeInfo GetUpgradeInfo() |
Units/Highlevel/Hierarchy/RigUnit_CCDIK.h |