Navigation
API > API/Plugins > API/Plugins/FullBodyIK
References
| Module | FullBodyIK |
| Header | /Engine/Plugins/Experimental/FullBodyIK/Source/FullBodyIK/Public/FBIKConstraint.h |
| Include | #include "FBIKConstraint.h" |
Syntax
struct FFBIKLinkData
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | Length | ||
| FQuat | LocalFrame | Local frame - ideally we can make this to be angular vs linear different, but for now we just have one frame | |
| int32 | ParentLinkIndex |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddMotionBase
(
const FMotionBase& InLinkAxis |
||
| void | AddMotionStrength
(
float InLinearScale, |
This is with | |
| void | |||
| float | |||
| float | |||
| FMotionBase & | GetMotionBase
(
int32 Index |
||
| const FMotionBase & | GetMotionBase
(
int32 Index |
||
| int32 | |||
| const FTransform & | |||
| const FVector & | GetRotationAxis
(
int32 Index |
||
| const FTransform & | GetTransform () |
||
| bool | Return true if any of my motion bases allow angular motion | ||
| bool | IsAngularMotionAllowed
(
int32 BaseIndex |
Return true if any specific motion base by index allows linear motion | |
| bool | Return true if any of my motion bases allow linear motion | ||
| bool | IsLinearMotionAllowed
(
int32 BaseIndex |
Return true if any specific motion base by index allows linear motion | |
| void | |||
| void | |||
| void | SetTransform
(
const FTransform& InTransform |