Why is FABRIK IK moving bone to wrong position?

I’m testing out the new FABRIK IK in UE 4.2.

I have a simple project, based on the 3rd person template. I would like to simply move the hand of the player character to touch any object or wall that it walks close to. I am locating the location I would like to move the hand by performing a sphere trace.

I have verified that the sphere trace is detecting a hit at the expected world coordinates. (You can see the coordinates printed out in the attached screenshot, and I’ve verified that the printed coordinates are correct for the object you can see being hit.)

I set up FABRIK IK with the Clavicle as the root bone, and the hand as the tip bone. I’ve set up the FABRIK node with World space for the effector, and I’ve input my hit location as the end effector transform.

The expected result I would expect to see would be the hand moving to the hit location.

Instead, the hand is moving away from the hit location.

Note, if instead of using a hit location, I simply use the transform of an arbitrary actor as the end effector transform, then the IK works as expected (and the hand moves towards the actor.)

Could the problem be that I’m creating a transform out of a vector?

Note that the left hand is not moving towards the hit point, located at the red box.

Interesting: When I replace the FABRIK node with the two-bone IK, or for that matter just manually moving the bone to the location, I get the same result.

I guess there’s something strange with how I’m locating the point in world position?

Ok, I figured this out. I was using the “Location” of the hit, instead of the Impact Point.

Once I switched to the impact point, it behaved as expected.

hello
I am beginner in using unreal engine ,i have the same objective as yours (move the hand of the player character to touch any object ) using FABRIK
I read a lot of tutorials but i have not figure out how to do it
Please can you explain to me the steps that i have to do ?
waiting for your reply
best regards