Navigation
API > API/Plugins > API/Plugins/IKRig > API/Plugins/IKRig/Rig
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UIKRigProcessor
References
| Module | IKRig |
| Header | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/IKRigProcessor.h |
| Include | #include "Rig/IKRigProcessor.h" |
Syntax
UCLASS&40;&41;
class UIKRigProcessor : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| FIKRigLogger | Log | Logging system |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| The runtime for an IKRig to convert an input pose into a solved output pose given a set of IK Rig Goals: |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CopyAllInputsFromSourceAssetAtRuntime
(
const UIKRigDefinition* SourceAsset |
Used to propagate setting values from the source asset at runtime (settings that do not require re-initialization) | |
| void | CopyOutputGlobalPoseToArray
(
TArray< FTransform >& OutputPoseGlobal |
Get the results after calling Solve() | |
| const FGoalBone * | GetGoalBone
(
const FName& GoalName |
Get the bone associated with a goal | |
| const FIKRigGoalContainer & | END UPDATE SEQUENCE FUNCTIONSGet access to the internal goal data (read only) | ||
| const FIKRigSkeleton & | GetSkeleton () |
Get read-only access to the internal skeleton data | |
| FIKRigSkeleton & | Get read/write access to the internal skeleton data | ||
| void | Initialize
(
const UIKRigDefinition* InRigAsset, |
Setup a new processor to run the given IKRig asset NOTE!! this function creates new UObjects and consequently MUST be called from the main thread!! | |
| bool | IsIKRigCompatibleWithSkeleton
(
const UIKRigDefinition* InRigAsset, |
Used to determine if the IK Rig asset is compatible with a given skeleton. | |
| bool | |||
| void | Reset () |
Reset all internal data structures. Will require re-initialization before solving again. | |
| void | SetIKGoal
(
const FIKRigGoal& Goal |
Set a named IK goal to go to a specific location, rotation and space, blended by separate position/rotation alpha (0-1) | |
| void | SetIKGoal
(
const UIKRigEffectorGoal* Goal |
Set a named IK goal to go to a specific location, rotation and space, blended by separate position/rotation alpha (0-1) | |
| void | SetInputPoseGlobal
(
const TArray< FTransform >& InGlobalBoneTransforms |
BEGIN UPDATE SEQUENCE FUNCTIONS | |
| void | Optionally can be called before Solve() to use the reference pose as start pose | ||
| void | |||
| void | Solve
(
const FTransform& WorldToComponent |
Run entire stack of solvers. |