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API > API/Plugins > API/Plugins/IKRig
A container for ALL the fully resolved bone chains on both the source and target skeletons, as well as the mapping between them
| Name | FRetargeterBoneChains |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Retargeter/IKRetargetProcessor.h |
| Include Path | #include "Retargeter/IKRetargetProcessor.h" |
Syntax
struct FRetargeterBoneChains
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInitialized | bool | Retargeter/IKRetargetProcessor.h | ||
| DefaultTargetIKRig | const UIKRigDefinition * | The default IK Rig | Retargeter/IKRetargetProcessor.h | |
| SourceBoneChains | TArray< FResolvedBoneChain > | All resolved chains on the source mesh | Retargeter/IKRetargetProcessor.h | |
| TargetBoneChains | TMap< const UIKRigDefinition *, TArray< FResolvedBoneChain > > | All resolved chains on the target mesh for each IK Rig used by the ops | Retargeter/IKRetargetProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TMap< const UIKRigDefinition *, TArray< FResolvedBoneChain > > & GetAllResolvedTargetBoneChains() |
Get read only access to all resolved bone chains, for all IK Rigs used on the target | Retargeter/IKRetargetProcessor.h | |
TSet< FName > GetChainsThatContainBone
(
int32 InBoneIndex, |
Get a list of all chains that contain the bone with the given index | Retargeter/IKRetargetProcessor.h | |
const FResolvedBoneChain * GetResolvedBoneChainByName
(
const FName InChainName, |
Get a fully resolved bone chain by name If asking for a target chain, must supply the IK Rig it belongs to. | Retargeter/IKRetargetProcessor.h | |
const TArray< FResolvedBoneChain > * GetResolvedBoneChains
(
ERetargetSourceOrTarget SourceOrTarget, |
Get read only access to the resolved bone chains on either the source or the target If asking for a target chain, must supply the IK Rig it belongs to | Retargeter/IKRetargetProcessor.h | |
bool Initialize
(
const UIKRetargeter* InRetargetAsset, |
Load all chains from the IK Rigs and resolved them on the current skeletal meshes | Retargeter/IKRetargetProcessor.h | |
void Reset() |
Reset everything (between initializations) | Retargeter/IKRetargetProcessor.h | |
void UpdatePoseFromSkeleton
(
const FRetargetSkeleton& InSkeleton, |
Update all transforms stored in the chains. This is needed whenever the retarget pose is modified | Retargeter/IKRetargetProcessor.h |