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API > API/Plugins > API/Plugins/FullBodyIK
| Name | FSolverInput |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/FullBodyIK/Source/FullBodyIK/Public/FBIKShared.h |
| Include Path | #include "FBIKShared.h" |
Syntax
USTRUCT (BlueprintType )
struct FSolverInput
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularMotionStrength | float | This value is applied to the target information for effectors, which influence back to Joint's motion that are affected by the end effector The reason min/max is used when we apply the depth through the chain that are affected | FBIKShared.h |
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| bUseJacobianTranspose | bool | Cheaper solution than default Jacobian Pseudo Inverse Damped Least Square | FBIKShared.h |
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| Damping | float | The precision to use for the fabrik solver | FBIKShared.h |
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| DefaultTargetClamp | float | This is a scale value (range from 0-0.7) that is used to stablize the target vector. | FBIKShared.h |
|
| LinearMotionStrength | float | This value is applied to the target information for effectors, which influence back to Joint's motion that are affected by the end effector The reason min/max is used when we apply the depth through the chain that are affected | FBIKShared.h |
|
| MaxIterations | int32 | The maximum number of iterations. Values between 4 and 16 are common. | FBIKShared.h |
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| MinAngularMotionStrength | float | FBIKShared.h |
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| MinLinearMotionStrength | float | FBIKShared.h |
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| Precision | float | The precision to use for the solver | FBIKShared.h |
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