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API > API/Plugins > API/Plugins/PBIK
Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors
| Name | FRigUnit_PBIK |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/FullBodyIK/Source/PBIK/Public/RigUnit_PBIK.h |
| Include Path | #include "RigUnit_PBIK.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Full Body IK", Category="Hierarchy", Keywords="FBIK, Position Based, PBIK, IK, Full Body, Multi, Effector, N-Chain, FB, HIK, HumanIK", NodeColor="0 1 1"))
struct FRigUnit_PBIK : public FRigUnit_HighlevelBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_HighlevelBaseMutable → FRigUnit_PBIK
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_PBIK() |
RigUnit_PBIK.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneSettings | TArray< FPBIKBoneSetting > | Per-bone settings to control the resulting pose. Includes limits and preferred angles. | RigUnit_PBIK.h |
|
| Debug | FPBIKDebug | Debug drawing options. | RigUnit_PBIK.h |
|
| Effectors | TArray< FPBIKEffector > | An array of effectors. These specify target transforms for different parts of the skeleton. | RigUnit_PBIK.h |
|
| EffectorSolverIndices | TArray< int32 > | RigUnit_PBIK.h |
|
|
| ExcludedBones | TArray< FName > | These bones will be excluded from the solver. | RigUnit_PBIK.h |
|
| Root | FName | This is usually the top-most skinned bone; often the "Pelvis" or "Hips", but can be set to any bone. | RigUnit_PBIK.h |
|
| Settings | FPBIKSolverSettings | Global solver settings. | RigUnit_PBIK.h |
|
| WorkData | FPBIKWorkData | Runtime-only data | RigUnit_PBIK.h |
|
Functions
Public
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigUnit_PBIK.h |