FAnimNode_CCDIK

Controller which implements the CCDIK IK approximation algorithm

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_CCDIK.h"

Syntax

struct FAnimNode_CCDIK : public FAnimNode_SkeletalControlBase

Remarks

Controller which implements the CCDIK IK approximation algorithm

Variables

Name Description

Public variable

bool

 

bEnableRotationLimit

Tolerance for final tip location delta from EffectorLocation

Public variable

bool

 

bStartFromTail

Toggle drawing of axes to debug joint rotation

Public variable

TArray< FVector...

 

DebugLines

Public variable

FVector

 

EffectorLocation

Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location

Public variable

TEnumAsByte< en...

 

EffectorLocationSpace

Reference frame of Effector Transform.

Public variable

FBoneSocketTarg...

 

EffectorTarget

If EffectorTransformSpace is a bone, this is the bone to use.

Public variable

int32

 

MaxIterations

Maximum number of iterations allowed, to control performance.

Public variable

float

 

Precision

Tolerance for final tip location delta from EffectorLocation

Public variable

FBoneReference

 

RootBone

Name of the root bone

Public variable

FBoneReference

 

TipBone

Name of tip bone

Constructors

Name Description

Public function

FAnimNode_CCDIK()

Functions

Name Description

Public function

void

 

ResizeRotationLimitPerJoints

(
    int32 NewSize
)

Resize rotation limit array based on set up

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.