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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_TwoBoneIK.h>
Inheritance diagram for FAnimNode_TwoBoneIK:Static Public Member Functions | |
| static ANIMGRAPHRUNTIME_API FTransform | GetTargetTransform (const FTransform &InComponentTransform, FCSPose< FCompactPose > &MeshBases, FBoneSocketTarget &InTarget, EBoneControlSpace Space, const FVector &InOffset) |
Simple 2 Bone IK Controller.
| FAnimNode_TwoBoneIK::FAnimNode_TwoBoneIK | ( | ) |
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overridevirtual |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
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static |
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overridevirtual |
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.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Reimplemented from FAnimNode_SkeletalControlBase.
| uint8 FAnimNode_TwoBoneIK::bAllowStretching |
Should stretching be allowed, to be prevent over extension
| uint8 FAnimNode_TwoBoneIK::bAllowTwist |
Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis
| uint8 FAnimNode_TwoBoneIK::bMaintainEffectorRelRot |
Keep local rotation of end bone
| uint8 FAnimNode_TwoBoneIK::bTakeRotationFromEffectorSpace |
Set end bone to use End Effector rotation
| FCompactPoseBoneIndex FAnimNode_TwoBoneIK::CachedLowerLimbIndex |
| FCompactPoseBoneIndex FAnimNode_TwoBoneIK::CachedUpperLimbIndex |
| FVector FAnimNode_TwoBoneIK::EffectorLocation |
Effector Location. Target Location to reach.
| TEnumAsByte<enum EBoneControlSpace> FAnimNode_TwoBoneIK::EffectorLocationSpace |
Reference frame of Effector Location.
| FBoneSocketTarget FAnimNode_TwoBoneIK::EffectorTarget |
| FBoneReference FAnimNode_TwoBoneIK::IKBone |
Name of bone to control. This is the main bone chain to modify from.
| FBoneSocketTarget FAnimNode_TwoBoneIK::JointTarget |
| FVector FAnimNode_TwoBoneIK::JointTargetLocation |
Joint Target Location. Location used to orient Joint bone.
| TEnumAsByte<enum EBoneControlSpace> FAnimNode_TwoBoneIK::JointTargetLocationSpace |
Reference frame of Joint Target Location.
| double FAnimNode_TwoBoneIK::MaxStretchScale |
Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.
| double FAnimNode_TwoBoneIK::StartStretchRatio |
Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.
| FAxis FAnimNode_TwoBoneIK::TwistAxis |
Specify which axis it's aligned. Used when removing twist