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API > API/Runtime > API/Runtime/AnimGraphRuntime
Per foot definitions
| Name | FAnimLegIKDefinition |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h |
| Include Path | #include "BoneControllers/AnimNode_LegIK.h" |
Syntax
USTRUCT ()
struct FAnimLegIKDefinition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimLegIKDefinition() |
BoneControllers/AnimNode_LegIK.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableKneeTwistCorrection | bool | Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation. | BoneControllers/AnimNode_LegIK.h |
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| bEnableRotationLimit | bool | If enabled, we prevent the leg from bending backwards and enforce a min compression angle | BoneControllers/AnimNode_LegIK.h |
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| FKFootBone | FBoneReference | BoneControllers/AnimNode_LegIK.h |
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| FootBoneForwardAxis | TEnumAsByte< EAxis::Type > | Forward Axis for Foot bone. | BoneControllers/AnimNode_LegIK.h |
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| HingeRotationAxis | TEnumAsByte< EAxis::Type > | Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot). | BoneControllers/AnimNode_LegIK.h |
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| IKFootBone | FBoneReference | BoneControllers/AnimNode_LegIK.h |
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| MinRotationAngle | float | Only used if bEnableRotationLimit is enabled. | BoneControllers/AnimNode_LegIK.h |
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| NumBonesInLimb | int32 | BoneControllers/AnimNode_LegIK.h |
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| TwistOffsetCurveName | FName | Name of the curve to use as the twist offset angle(in degrees). | BoneControllers/AnimNode_LegIK.h |
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