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API > API/Plugins > API/Plugins/IKRig
Data used just to initialize an IKRigSkeleton from outside systems
The input skeleton may be different than the skeleton that the IK Rig asset was created for, within some limits.
It must have all the Bones that the IK Rig asset referenced (must be a sub-set)
All the bones must have the same parents (no change in hierarchy)
You can however add additional bones, change the reference pose (including proportions) and the bone indices. This allows you to run the same IK Rig asset on somewhat different skeletal meshes.
To validate compatibility use UIKRigProcess::IsIKRigCompatibleWithSkeleton()
| Name | FIKRigInputSkeleton |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/IKRigSkeleton.h |
| Include Path | #include "Rig/IKRigSkeleton.h" |
Syntax
USTRUCT ()
struct FIKRigInputSkeleton
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Rig/IKRigSkeleton.h | |||
FIKRigInputSkeleton
(
const USkeletalMesh* SkeletalMesh |
Rig/IKRigSkeleton.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneNames | TArray< FName > | Rig/IKRigSkeleton.h | ||
| LocalRefPose | TArray< FTransform > | Rig/IKRigSkeleton.h | ||
| ParentIndices | TArray< int32 > | Rig/IKRigSkeleton.h | ||
| SkeletalMeshName | FName | Rig/IKRigSkeleton.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Initialize
(
const USkeletalMesh* SkeletalMesh |
Rig/IKRigSkeleton.h | ||
void Reset() |
Rig/IKRigSkeleton.h |