Important
FBIK (Full-Body IK)
Provides an Anim Graph Node that reproduces the behaviour of Control Rig Full Body IK node
And its FREE!
Note
The Full Body IK node in Control Rig is really good
Climbing ladders, proning on the ground, mantling, etc., all benefit from a good FBIK solution
This allows you to get the same behaviour without any Control Rig
This is a psuedo-code snippet that shows how to move a bone to a specific location in World Space.
If you add the resulting FPBIKEffector& to your TArray<FPBIKEffector> Effectors contained in FFBIKEffectors, which is connected to the Full-Body IK node's Effectors pin, then the hand will go to the provided WorldLocation.
void MoveEffectorToWorldLocation(FPBIKEffector& Effector, const FVector& WorldLocation, const USkeletalMeshComponent* Mesh)
{
// We're only doing translation for this example
Effector.RotationAlpha = 0.f;
// Mesh transform in world space
const FTransform& MeshWorldTM = Mesh->GetComponentTransform();
// Effector bone transform in world space -- not actually required for this, but if you want to adjust it from where it already is...
const FTransform BoneWorldTM = Mesh->GetSocketTransform(Effector.Bone, RTS_World);
// Convert from World Space to Component Space (this is what the node wants)
const FVector BoneCompLocation = MeshWorldTM.InverseTransformPosition(WorldLocation);
// Set the location to the new location
Effector.Transform.SetLocation(LeftHandLocation);
}Important
This is the easy method for new users but not the recommended method
These can be installed either to your project or the engine
These are available for Win64 only
Note
Only the 2 most recent engine versions are included
Pre-Compiled binaries may be delayed, for the quickest access to latest release, use git clone
Download the version that corresponds to the engine version you are using.
Download for 5.6 or Download for 5.5
Create a Plugins folder in your project directory, or you can create it in your Engine's Plugins\Marketplace folder if you would prefer to install to the engine instead. Extract the plugin from the zip file into this folder.
When you load your project, open the Plugins window ( Edit ➜ Plugins ), and enable FBIK then restart the editor.
Important
This is the recommended method
The plugin needs to be added to your project, and not the engine
Caution
Your project will need to be compiled, so it needs to be a code project
Create a Plugins folder in your project directory if it does not already exist.
Use git clone https://github.com/Vaei/FBIK.git and clone it into this Plugins folder.
Right click your .uproject (not the .uplugin) and Generate Visual Studio project files.
If you attempt to open your project it will ask "The following modules are missing or built with a different engine version".
Click "Yes".
If you get the error "ProjectName could not be compiled. Try rebuilding from source manually.", then open your project in your IDE. This typically means double-clicking the .sln if using Visual Studio. Now compile the project from your IDE. If you get a compiler error then you can find out the reason why it could not compile.
Feel free to @vaei on Unreal Source Discord in the #ue5-general channel for help.
The "Full-Body IK" node will now be available to use in Anim Graph.
- Add
AnimGraphRuntimetoFBIKGraphNodes.Build.cspublic deps for clang
- Rollback 1.0.2 -
FBoneReferenceis not blueprint type, pin does not make sense - List "FullBodyIK" plugin as dependency in .uplugin
RootBoneexposed as pin (PinHiddenByDefault)
- Improve hashing and detection for changing bone counts to resolve a crash
- Initial Release

