FRigUnit_PBIK

Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors

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Inheritance Hierarchy

References

Module

PBIK

Header

/Engine/Plugins/Experimental/FullBodyIK/Source/PBIK/Public/RigUnit_PBIK.h

Include

#include "RigUnit_PBIK.h"

Syntax

USTRUCT(
        Meta=(DisplayName="Full Body IK", Category="Hierarchy", Keywords="Position Based, PBIK, IK, Full Body, Multi, Effector, N-Chain, FB, HIK, HumanIK", NodeColor="0 1 1"))
struct FRigUnit_PBIK : public FRigUnit_HighlevelBaseMutable

Remarks

Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors

Variables

Name Description

Public variable UProperty Transient

bool

 

bNeedsInit

Public variable UProperty Meta

TArray< FPBIKBo...

 

BoneSettings

Per-bone settings to control the resulting pose. Includes limits and preferred angles.

Public variable UProperty Transient

TArray< int32 >

 

BoneSettingToSolverBoneIndex

Public variable UProperty Meta

FPBIKDebug

 

Debug

Debug drawing options.

Public variable UProperty Meta

TArray< FPBIKEf...

 

Effectors

An array of effectors. These specify target transforms for different parts of the skeleton.

Public variable UProperty Transient

TArray< int32 >

 

EffectorSolverIndices

Public variable UProperty Meta

TArray< FName >

 

ExcludedBones

These bones will be excluded from the solver.

Public variable UProperty Meta

FName

 

Root

This is usually the top-most skinned bone; often the "Pelvis" or "Hips", but can be set to any bone.

Public variable UProperty Meta

FPBIKSolverSett...

 

Settings

Global solver settings.

Public variable UProperty Transient

FPBIKSolver

 

Solver

Public variable UProperty Transient

TArray< int32 >

 

SolverBoneToElementIndex

Constructors

Name Description

Public function

FRigUnit_PBIK()

Overridden from FRigUnit

Name Description

Public function Virtual

void

 

Execute

(
    const FRigUnitContext& Context
)

Execute logic for this rig unit