FAnimNode_LegIK

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h

Include

#include "BoneControllers/AnimNode_LegIK.h"

Syntax

struct FAnimNode_LegIK : public FAnimNode_SkeletalControlBase

Variables

Name Description

Public variable

TArray< FAnimLe...

 

LegsData

Public variable

TArray< FAnimLe...

 

LegsDefinition

Public variable

int32

 

MaxIterations

Max Number of Iterations.

Public variable

FAnimInstancePr...

 

MyAnimInstanceProxy

Public variable

float

 

ReachPrecision

Tolerance for reaching IK Target, in unreal units.

Constructors

Name Description

Public function

FAnimNode_LegIK()

Functions

Name Description

Public function

bool

 

AdjustKneeTwist

(
    FAnimLegIKData& InLegData
)

Public function

bool

 

DoLegReachIK

(
    FAnimLegIKData& InLegData
)

Public function

bool

 

OrientLegTowardsIK

(
    FAnimLegIKData& InLegData
)

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...
)

Evaluate the new component-space transforms for the affected bones.

Public function Virtual

bool

 

IsValidToEvaluate

(
    const USkeleton* Skeleton,
    const FBoneContainer& RequiredBone...
)

Return true if it is valid to Evaluate

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

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