Navigation
API > API/Runtime > API/Runtime/AnimGraphRuntime
Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details
| Name | FAnimNode_Fabrik |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h |
| Include Path | #include "BoneControllers/AnimNode_Fabrik.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_Fabrik : public FAnimNode_SkeletalControlBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_SkeletalControlBase → FAnimNode_Fabrik
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_Fabrik() |
BoneControllers/AnimNode_Fabrik.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableDebugDraw | bool | Toggle drawing of axes to debug joint rotation | BoneControllers/AnimNode_Fabrik.h |
|
| EffectorRotationSource | TEnumAsByte< enum EBoneRotationSource > | BoneControllers/AnimNode_Fabrik.h |
|
|
| EffectorTarget | FBoneSocketTarget | If EffectorTransformSpace is a bone, this is the bone to use. | BoneControllers/AnimNode_Fabrik.h |
|
| EffectorTransform | FTransform | 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_Fabrik.h |
|
| EffectorTransformSpace | TEnumAsByte< enum EBoneControlSpace > | Reference frame of Effector Transform. | BoneControllers/AnimNode_Fabrik.h |
|
| MaxIterations | int32 | Maximum number of iterations allowed, to control performance. | BoneControllers/AnimNode_Fabrik.h |
|
| Precision | float | Tolerance for final tip location delta from EffectorLocation | BoneControllers/AnimNode_Fabrik.h |
|
| RootBone | FBoneReference | Name of the root bone | BoneControllers/AnimNode_Fabrik.h |
|
| TipBone | FBoneReference | Name of tip bone | BoneControllers/AnimNode_Fabrik.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedEffectorCSTransform | FTransform | Cached CS location when in editor for debug drawing. | BoneControllers/AnimNode_Fabrik.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConditionalDebugDraw
(
FPrimitiveDrawInterface* PDI, |
BoneControllers/AnimNode_Fabrik.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_Fabrik.h | |
virtual bool IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | BoneControllers/AnimNode_Fabrik.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
BoneControllers/AnimNode_Fabrik.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
BoneControllers/AnimNode_Fabrik.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FTransform GetTargetTransform
(
const FTransform& InComponentTransform, |
BoneControllers/AnimNode_Fabrik.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EffectorTransformBone_DEPRECATED | FBoneReference | If EffectorTransformSpace is a bone, this is the bone to use. | BoneControllers/AnimNode_Fabrik.h |