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API > API/Plugins > API/Plugins/IKRig > API/Plugins/IKRig/Rig > API/Plugins/IKRig/Rig/Solvers
References
| Module | IKRig |
| Header | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/Solvers/LimbSolver.h |
| Include | #include "Rig/Solvers/LimbSolver.h" |
Syntax
USTRUCT&40;&41;
struct FLimbSolverSettings
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAveragePull | Pull averaging only has a visual impact when we have more than 2 bones (3 links). | |
| bool | bEnableLimit | Enable/Disable rotational limits | |
| bool | bEnableTwistCorrection | Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation. | |
| TEnumAsByte< EAxis::Type > | EndBoneForwardAxis | Forward Axis for Foot bone. | |
| TEnumAsByte< EAxis::Type > | HingeRotationAxis | Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot). | |
| int32 | MaxIterations | Number of Max Iterations to reach the target | |
| float | MinRotationAngle | Only used if bEnableRotationLimit is enabled. | |
| float | PullDistribution | Re-position limb to distribute pull: 0 = foot, 0.5 = balanced, 1.f = hip | |
| float | ReachPrecision | Precision (distance to the target) | |
| float | ReachStepAlpha | Move end effector towards target. If we are compressing the chain, limit displacement. |