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Replicated Vaulting and Mantling

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Foot IK Setup (UE4)

Foot IK Setup (UE4)

If you are using a character rigged to the Unreal Mannequin, you can use our ThirdPerson_AnimBP_IK to save you some trouble. Nonetheless, adding Foot IK to your own character classes is extremely simple.
Open you character blueprint
Click on Add Component
Search for and select BP_IKComponent
2.AddBP.png
4. Initialize the components in the Construction Script or On Begin Play by using the OnInitialize function of the corresponding component and plugging in the character (Reference to self). You can also copy these scripts from our BP Character class
3.InitializeBP.png
5. Select the BP_IKComponent from the Components Panel and set up the following attributes in the Details Panel:
Right/Left Foot Bone Name : Name of the bone of the feet in your character rig
Right/Left Foot Joint Target Location : Specifies where the knee will aim when IK is active. Default value works well with UE4 Mannequin but play around with values for your specific rig.
Max Foot IK Pelvis Offset : The maximum amount by which the pelvis can be offset to compensate the foot IK
Feet General Offset : A constant that is added to the feet offset to avoid them clipping through the floor

⚠️FOR THE NEXT STEPS, YOU CAN EITHER USE OUR ANIMATION BLUEPRINT OR COPY ALL THE SCRIPTS FROM OUR ANIMATION BLUEPRINT OR YOU CAN FOLLOW ALONG ⚠️
6. In your AnimBP, get the IK Component and promote it to a variable. You can also copy this from ThirdPerson_AnimBP_IK
IK4.AnimBPGetIK.png
7. In your Event Blueprint Update Animation event, get the IK Component variable you have just created and get all its attributes in order to promote them as variables. We strongly suggest copying the scripts from ThirdPerson_AnimBP_IK
IK5.AnimBPGetValues.png
8. In the AnimGraph of your animation blueprint, add the following nodes
IK6.AnimBPIKNodes.png
Two Bone IK Nodes : One for left foot bone and one for right foot bone. The Effector Location Space should be set to Bone Space and both the IKBone and Effector Target should be set to bone name.
Transform (Modify) Bone - Pelvis : The Bone to Modify should be set to the pelvis bone, the Translation Mode to Add to Existing and the Translation Space to Component Space
Transform (Modify) Bone - Feet : The Bone to Modify should be set to the left and right feet while the Rotation Mode should be set to Add to Existing and the Rotation Space to World Space.
9. Enjoy
image.png

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