UIKRigProcessor

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Inheritance Hierarchy

References

Module

IKRig

Header

/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/IKRigProcessor.h

Include

#include "IKRigProcessor.h"

Syntax

UCLASS()
class UIKRigProcessor : public UObject

Functions

Name Description

Public function

void

 

CopyAllInputsFromSourceAssetAtRuntime

(
    const UIKRigDefinition* Source...
)

Used to propagate setting values from the source asset at runtime (settings that do not require re-initialization)

Public function Const

void

 

CopyOutputGlobalPoseToArray

(
    TArray< FTransform >& OutputPoseGl...
)

Get the results after calling Solve()

Public function Const

const FIKRig...

 

GetGoalContainer()

END UPDATE SEQUENCE FUNCTIONSGet access to the internal goal data (read only)

Public function

FIKRigSkelet...

 

GetSkeleton()

Get access to the internal skeleton data

Public function

void

 

Initialize

(
    const UIKRigDefinition* InRigA...,
    const FIKRigInputSkeleton& InputSk...
)

The runtime for an IKRig to convert an input pose into a solved output pose given a set of IK Rig Goals:

Public function

void

 

Initialize

(
    const UIKRigDefinition* InRigA...,
    const FReferenceSkeleton& RefSkele...
)

Anim Graph: convenience to initialize directly from an FReferenceSkeleton.

Public function Static

bool

 

IsIKRigCompatibleWithSkeleton

(
    const UIKRigDefinition* InRigA...,
    const FIKRigInputSkeleton& InputSk...
)

Used to determine if the IK Rig asset is compatible with a given skeleton.

Public function Const

bool

 

IsInitialized()

Public function

void

 

Reset()

Reset all internal data structures. Will require re-initialization before solving again.

Public function

void

 

SetIKGoal

(
    const FIKRigGoal& Goal
)

Set a named IK goal to go to a specific location, rotation and space, blended by separate position/rotation alpha (0-1)

Public function

void

 

SetIKGoal

(
    const UIKRigEffectorGoal* Goal
)

Set a named IK goal to go to a specific location, rotation and space, blended by separate position/rotation alpha (0-1)

Public function

void

 

SetInputPoseGlobal

(
    const TArray< FTransform >& InGlob...
)

BEGIN UPDATE SEQUENCE FUNCTIONS

Public function

void

 

SetInputPoseToRefPose()

Optionally can be called before Solve() to use the reference pose as start pose

Public function

void

 

SetNeedsInitialized()

Public function

void

 

Solve

(
    const FTransform& WorldToComponent
)

Run entire stack of solvers.