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Solves the two bone IK given two bones. Note: This node operates in world space!
| Name | FRigUnit_TwoBoneIKSimplePerItem |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
| Include Path | #include "Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Basic IK", Category="Hierarchy", Keywords="TwoBone,IK", NodeColor="0 1 1"))
struct FRigUnit_TwoBoneIKSimplePerItem : public FRigUnit_HighlevelBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_HighlevelBaseMutable → FRigUnit_TwoBoneIKSimplePerItem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_TwoBoneIKSimplePerItem() |
Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableStretch | bool | If set to true the stretch feature of the solver will be enabled | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.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_TwoBoneIKSimple.h |
|
| CachedEffectorItemIndex | FCachedRigElement | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h | ||
| CachedItemAIndex | FCachedRigElement | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h | ||
| CachedItemBIndex | FCachedRigElement | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h | ||
| CachedPoleVectorSpaceIndex | FCachedRigElement | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h | ||
| DebugSettings | FRigUnit_TwoBoneIKSimple_DebugSettings | The settings for debug drawing | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| Effector | FTransform | The transform of the effector | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| EffectorItem | FRigElementKey | The name of the effector item (if exists) | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| ItemA | FRigElementKey | The name of first item | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| ItemALength | float | The length of the first item. If set to 0.0 it will be determined by the hierarchy | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| ItemB | FRigElementKey | The name of second item | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| ItemBLength | float | The length of the second item. If set to 0.0 it will be determined by the hierarchy | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| PoleVector | FVector | The polevector to use for the IK solver This can be a location or direction. | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| PoleVectorKind | EControlRigVectorKind | The kind of pole vector this is representing - can be a direction or a location | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| PoleVectorSpace | FRigElementKey | The space in which the pole vector is expressed | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| PrimaryAxis | FVector | The major axis being aligned - along the item | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| SecondaryAxis | FVector | The minor axis being aligned - towards the polevector | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| SecondaryAxisWeight | float | Determines how much the secondary axis roll is being applied | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| StretchMaximumRatio | float | The maximum allowed stretch ratio | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| StretchStartRatio | float | The ratio where the stretch starts | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
| Weight | float | The weight of the solver - how much the IK should be applied. | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
|
Functions
Public
Overridden from FRigUnit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool UpdateDirectManipulationFromHierarchy
(
const URigVMUnitNode* InNode, |
Sets the values on this node based on a viewport pose | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h | |
virtual bool UpdateHierarchyForDirectManipulation
(
const URigVMUnitNode* InNode, |
Sets a control's pose to represent this viewport pose target | Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
Units/Highlevel/Hierarchy/RigUnit_TwoBoneIKSimple.h |