V0.9.1 has been released which along with the changes described below comes with UE4 support from 4.16-4.19 for both source and binary versions of the engine.
Changelog v0.9.1
Added replication support for BIKVRCharacter
Blueprint example for VRCharacter without usage of BIKVRCamera and BIKVRMovement classes
Blueprint example for 6 point tracking example
Fixed an issue where elbow swivel was being effected by rotation of wrists even when rotation weight of wrist effectors was set to zero
Fixed first frame computation when head and pelvis effector are present
Fixed head/pelvis deformation when there’s a head effector
Jitter fix for controllers and hands when using BIKVRCharacter
Fixed some hip/shoulder dislocation issues
Fix for pole computation when no pole vectors are present
Fixed bad orientations from bones with zero lengths
Smoothed transition between different foot-ground collision orientations
Parameter to limit maximum rotation angle from foot ground collisions
Fixed some data race conditions
Fixed some licensing related issues
Prevent crash in 4.18 when no VR head set is present
Improvements to licensing errors display
Improved memory management: no more known memory leaks
I have been using this plugin for almost 2 years now, and I want to thank Anomotion as not only were they the first solution I found for VRIK, but also the latest update is easily 100x better than this plugin has ever been. They really outdid themselves this time and I am super satisfied with the latest edition of the plugin (0.9.1 Release for 4.19).
It is alot more comfortable, user experience wise, and I am excited to further implement to my game!
Does BIK solver supports rotation limits? For example, I have an arm with 5 bones, each bone with limited dof: shoulder 2 dof, shoulder roll 1 dof, elbow 1 dof, forearm roll 1dof and hand 2 dof. Also, each dof is limited between min and max angles. For example, elbow can only rotate between -15° and 120° around y axis, shoulder roll between -90 and 90° around x axis etc.
I am almost conviced to buy this plugin, but I still don’t see how to integrate the full body IK into existing locomotion controllers (lets say, blendspaces and animations).
e.g. could this be integrated into the Advanced Locomotion System or the kubold animations from the UE marketplace? If not, how would one use BIK to drive his character motion?
The plugin is implemented as an AnimNode that sits in your Animation Graph. It will solve using the input pose that is fed into it and hence it should work with any animation data set from the marketplace. We haven’t tested the particular plugin you are referring to, but in theory it should work.
Additionally, in our documentation we provide information on how to integrate BIK with player controllers such as the example third person player controller Unreal provides.
I’ve added in the effectors and the plugin seems to work in editor but when I build out to steam my character is in t pose. It seems I’m stuck. Is there something I’m overlooking in the event graph to get the solver to initialize?
To replicate the error use 4.18.3 editor. Copy the 0.9.1 plugin folder into engine and update module file. Copy the content folder into the engine plugin folder. Start fresh 3rd person template. Copy the bik, bhead component and effectors from the content vrcharacter bp into the 3rd person bp and add the BIK node to the anim graph in the 3rd person animation bp. Test in editor you should see effectors applying to the 3rd person character. Package to 64 bit. Package will complete successfully. Launch exe and he will load up in a pose with the dependency errors logged in the saved folder