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