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