Once the above crash occurs , it happens everytime whenever i try to open anything ikinema related ( ik rig , animation blueprint etc ) until i restart the pc itself . In order to avoid the above problem i had to delete my animation blueprint itself . So far i deleted like 3 times and it was frustrating . fortunately those animation blueprints were tests only . Im hoping for a fix soon since this crash seems to be related to the latest 4.12.5 .
This crash happens because you have deleted the first bone of the solver after creating the FootPlacementNode. This resulted in a curropted Skeleton -> rig bone association in the FootPlacementNode.
I have recorded on our issue tracker to be investigated more. As a workaround, can you please delete the AnimationBlueprints using this broken rig, and recreate them.
As of now , i dont seem to face the above problem after following your advice about deleting the root bone before putting any foot placement node inside the new animation blueprint . But this problem needs to be fixed soon because people can easily go the other way around and corrupt their animation blueprint after tons of work has been put on it .
8 months ago, when I received the newsletter about the IKinema RunTime becoming available to small and indie studios, you’ve said in the newsletter that:** Mac, iOS and Android versions are in development.**
I am still waiting for support for these additional platforms, without being able to use my purchase because I want to use it in a multiplatform game. The truth is we cannot wait any longer… Do you have an estimate on when you are going to support additional platforms, other than windows? I am afraid I spent money for nothing…
Code is missing *.lib files for almost all modules (editor, rig, etc). Which makes it impossible to use with custom engine build. Without rebuilding plugin it is incompatibile with engine on binary level.
Apologies for not responding sooner. If you could send an email to with your question, you will be given details and possible options in your situation. Recently, VR functionality has been at the forefront of user demand and with 4.13, these have been of primary concern.
RunTime has been patched and now works in Unreal Engine 4.13. The updated plugin can be found on our website: /
We are also releasing our demo package for download. This should allow you guys to get hands on with some concrete project examples. Below is a short show-case featuring all the behaviour included.
If you want to try it out for yourself, follow the link below (you will need either a RunTime/RunTime Indie trial or license for it to work).
DOWNLOAD:
The level contains two maps, one covers example behavior using IKinema’s Generic Solver Nodes and the other the Foot Placement Node.
Hope you guys enjoy it! Any questions, don’t hesitate to ask.
I would really love to see this solution with a simple 2-legged character (ue mannequin) moving up and down some stairs …
Every other solution I’ve found yet looks extremely goofy in exactly this scenario.
If you want to try out the demo, the kind of set-up you mention is featured at the end of the foot placement map. There is a little arena where you can run around as the UE mannequin with foot placement enabled.
Just a heads up, IKinema’s full body IK solver - RunTime Indie - is going on sale for Cyber Monday with 30% off. £69 gets you a perpetual license and free upgrades as Unreal is updated.
RunTime handles all of your IK needs with the most sought after behaviour (aiming generation/foot placement) wrapped up into a single node (our footplacement node).
For examples of behaviour you can produce out of the box/tutorials and demo project downloads, see our thread here: Unreal Forums Demo Thread
If you are interested, visit our RunTime page here for further details: indie-games