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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_CCDIK
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h |
Include | #include "BoneControllers/AnimNode_CCDIK.h" |
Syntax
USTRUCT ()
struct FAnimNode_CCDIK : public FAnimNode_SkeletalControlBase
Remarks
Controller which implements the CCDIK IK approximation algorithm
Variables
Type | Name | Description | |
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bool | bEnableRotationLimit | Tolerance for final tip location delta from EffectorLocation |
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bool | bStartFromTail | Toggle drawing of axes to debug joint rotation |
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FVector | EffectorLocation | Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location |
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TEnumAsByte< enum EBoneControlSpace > | EffectorLocationSpace | Reference frame of Effector Transform. |
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FBoneSocketTarget | EffectorTarget | If EffectorTransformSpace is a bone, this is the bone to use. |
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int32 | MaxIterations | Maximum number of iterations allowed, to control performance. |
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float | Precision | Tolerance for final tip location delta from EffectorLocation |
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FBoneReference | RootBone | Name of the root bone |
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FBoneReference | TipBone | Name of tip bone |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
|
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void | ResizeRotationLimitPerJoints
(
int32 NewSize |
Resize rotation limit array based on set up |
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |