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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_LegIK
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h |
Include | #include "BoneControllers/AnimNode_LegIK.h" |
Syntax
USTRUCT ()
struct FAnimNode_LegIK : public FAnimNode_SkeletalControlBase
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FAnimLegIKData > | LegsData | |
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TArray< FAnimLegIKDefinition > | LegsDefinition | |
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int32 | MaxIterations | Max Number of Iterations. |
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FAnimInstanceProxy * | MyAnimInstanceProxy | |
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float | ReachPrecision | Tolerance for reaching IK Target, in unreal units. |
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float | SoftAlpha | Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off. |
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float | SoftPercentLength | Default is 1.0 (off). |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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bool | AdjustKneeTwist
(
FAnimLegIKData& InLegData |
|
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bool | DoLegReachIK
(
FAnimLegIKData& InLegData |
|
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void | GatherDebugData
(
FNodeDebugData& DebugData |
|
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bool | OrientLegTowardsIK
(
FAnimLegIKData& InLegData |
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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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
|
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |