Apply an IK after doing other things in an animBP.

I know my title is unclear ^^ Sorry :slight_smile:

Here’s my probleme :
I receive from a live stream the rotation for some bones.
I use them in a control rig to apply them on my SK.
Now that I have the hand of my charactere in place. I want to “snap” it on a surface.
For this, i make a traceline from the hand to the surface I want the hand to snap.


When I have the coordonate of the hit, I set the location of the ik_hand bone at this location (the yellow thing is just a StaticMesh attach to the ik_hand bone to check that every thing works fine, and it is ^^).

After doing all this, I want to make a simple IK to fix the hand at the ik_hand bone location.
But I set this location with the position of the hand…
It’s kind of circular reference…

I tried to put the IK rig in an animation post process but it doesn’t work…
i don’t know how to set my IK to work with a goal location that is determined by the position of the hand that i want to drive by IK.

I have thinked about making “fake” bones, to determine the position of the hand with my raw datas, and then use the real bone in my IK… But I don’t know how to make “fake” bones to calculate the position of the hand.
i’ve got only the pose in the animBP and can’t get the bones rotation as variabls that I can use in a graph.

Finnaly, I solved the problem by dispatching my logic on 2 skeletons.


One of them, who will be invisible, build the location of the hand, the one that will be visible apply the Ik.

No more circular referencing, every thing works fine
:slight_smile: