#include <AnimNode_LegIK.h>
◆ FAnimNode_LegIK()
| FAnimNode_LegIK::FAnimNode_LegIK |
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| ) |
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◆ AdjustKneeTwist()
◆ DoLegReachIK()
◆ EvaluateSkeletalControl_AnyThread()
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
-
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
◆ Initialize_AnyThread()
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
- Parameters
-
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_SkeletalControlBase.
◆ IsValidToEvaluate()
◆ OrientLegTowardsIK()
◆ LegsData
◆ LegsDefinition
◆ MaxIterations
| int32 FAnimNode_LegIK::MaxIterations |
Max Number of Iterations.
◆ MyAnimInstanceProxy
◆ ReachPrecision
| float FAnimNode_LegIK::ReachPrecision |
Tolerance for reaching IK Target, in unreal units.
◆ SoftAlpha
| float FAnimNode_LegIK::SoftAlpha |
Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off.
◆ SoftPercentLength
| float FAnimNode_LegIK::SoftPercentLength |
Default is 1.0 (off). Range is 0.1 to 1.0. When set to a value less than 1, will "softly" approach full extension starting when the effector distance from the root of the chain is greater than this percent length of the bone chain. Typical values are around 0.97. This is useful for preventing the knee from "popping" when approaching full extension.
The documentation for this struct was generated from the following files: