unreal.IKRigGoal

class unreal.IKRigGoal(name: Name = 'None', transform_source: IKRigGoalTransformSource = Ellipsis, position: Vector = Ellipsis, rotation: Rotator = Ellipsis, position_alpha: float = 0.0, rotation_alpha: float = 0.0, position_space: IKRigGoalSpace = Ellipsis, rotation_space: IKRigGoalSpace = Ellipsis)

Bases: StructBase

IKRig Goal

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: IKRigDataTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • name (Name): [Read-Write] Name: Name of the IK Goal. Must correspond to the name of a Goal in the target IKRig asset.

  • position (Vector): [Read-Write] Position: Position of the IK goal in Component Space of target actor component.

  • position_alpha (float): [Read-Write] Position Alpha: Range 0-1, default is 1.0. Smoothly blends the Goal position from the input pose (0.0) to the Goal position (1.0).

  • position_space (IKRigGoalSpace): [Read-Write] Position Space: The space that the goal position is in. “Additive” treats the goal transform as an additive offset relative to the Bone at the effector. “Component” treats the goal transform as being in the space of the Skeletal Mesh Actor Component. “World” treats the goal transform as being in the space of the World.

  • rotation (Rotator): [Read-Write] Rotation: Rotation of the IK goal in Component Space of target actor component.

  • rotation_alpha (float): [Read-Write] Rotation Alpha: Range 0-1, default is 1.0. Smoothly blends the Goal rotation from the input pose (0.0) to the Goal rotation (1.0).

  • rotation_space (IKRigGoalSpace): [Read-Write] Rotation Space: The space that the goal rotation is in. “Additive” treats the goal transform as an additive offset relative to the Bone at the effector. “Component” treats the goal transform as being in the space of the Skeletal Mesh Actor Component. “World” treats the goal transform as being in the space of the World.

  • source_bone (BoneReference): [Read-Write] Source Bone: When TransformSource is set to “Bone” mode, the Position and Rotation will be driven by this Bone’s input transform. When using a Bone as the transform source, the Position and Rotation Alpha values can still be set as desired. But the PositionSpace and RotationSpace are no longer relevant and will not be used.

  • transform_source (IKRigGoalTransformSource): [Read-Write] Transform Source: Set the source of the transform data for the Goal. “Manual Input” uses the values provided by the blueprint node pin. “Bone” uses the transform of the bone provided by OptionalSourceBone. “Actor Component” uses the transform supplied by any Actor Components that implements the IIKGoalCreatorInterface

property name: Name

[Read-Write] Name: Name of the IK Goal. Must correspond to the name of a Goal in the target IKRig asset.

Type:

(Name)

property position: Vector

[Read-Write] Position: Position of the IK goal in Component Space of target actor component.

Type:

(Vector)

property position_alpha: float

[Read-Write] Position Alpha: Range 0-1, default is 1.0. Smoothly blends the Goal position from the input pose (0.0) to the Goal position (1.0).

Type:

(float)

property position_space: IKRigGoalSpace

[Read-Write] Position Space: The space that the goal position is in. “Additive” treats the goal transform as an additive offset relative to the Bone at the effector. “Component” treats the goal transform as being in the space of the Skeletal Mesh Actor Component. “World” treats the goal transform as being in the space of the World.

Type:

(IKRigGoalSpace)

property rotation: Rotator

[Read-Write] Rotation: Rotation of the IK goal in Component Space of target actor component.

Type:

(Rotator)

property rotation_alpha: float

[Read-Write] Rotation Alpha: Range 0-1, default is 1.0. Smoothly blends the Goal rotation from the input pose (0.0) to the Goal rotation (1.0).

Type:

(float)

property rotation_space: IKRigGoalSpace

[Read-Write] Rotation Space: The space that the goal rotation is in. “Additive” treats the goal transform as an additive offset relative to the Bone at the effector. “Component” treats the goal transform as being in the space of the Skeletal Mesh Actor Component. “World” treats the goal transform as being in the space of the World.

Type:

(IKRigGoalSpace)

property transform_source: IKRigGoalTransformSource

[Read-Write] Transform Source: Set the source of the transform data for the Goal. “Manual Input” uses the values provided by the blueprint node pin. “Bone” uses the transform of the bone provided by OptionalSourceBone. “Actor Component” uses the transform supplied by any Actor Components that implements the IIKGoalCreatorInterface

Type:

(IKRigGoalTransformSource)