FAnimNode_HandIKRetargeting

Node to handle re-targeting of Hand IK bone chain.

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MacOS
Linux

Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SkeletalControlBase

FAnimNode_HandIKRetargeting

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_HandIKRetargeting.h"

Syntax

struct FAnimNode_HandIKRetargeting : public FAnimNode_SkeletalControlBase

Remarks

Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right IK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props.

Variables

Name Description

Public variable

float

 

HandFKWeight

Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand.

Public variable

TArray< FBoneRe...

 

IKBonesToMove

IK Bones to move.

Public variable

FBoneReference

 

LeftHandFK

Bone for Left Hand FK

Public variable

FBoneReference

 

LeftHandIK

Bone for Left Hand IK

Public variable

FBoneReference

 

RightHandFK

Bone for Right Hand FK

Public variable

FBoneReference

 

RightHandIK

Bone for Right Hand IK

Constructors

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.

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