Tips on how to Sync IK with actor movement.

Video example of the issue:

I’m currently working on an IK system where a character’s weapon can remain stuck inside a moving enemy. I’m close to getting the basics right, but I’m struggling with syncing the enemy’s updated location and rotation with the IK system. Anyone have any tips on how to guarantee the weapon remains perfectly snapped to the enemy?

The current solution is that I have scene components attached to the moving actor that I snap the arms to.

Example on how the IK is placed in the anim blueprint.

Example of the function that runs on the IK Rig’s update

Cheers

Figured it out. Turns out the updated values are more precise if you move the actor around with code rather than manually moving it in runtime.

Setting the tick group of both actors to Post Update Work also seems to have helped.

1 Like