Does UE4 have pole vectors for IK?

I’m trying to setup IK on a character and the arms are acting a little strange. Does UE4 have something similar to Maya pole vectors for controlling limb rotation during IK?

Thanks.

Hi!

UE4’s equivalent of a pole vector is called the IK’s ‘Joint Target’. Just like the settings for the End Effector, you can specify a point in the space of a bone in your skeleton. So, in the case of an arm IK setup, you would select Bone Space for the Joint Target, pick the lower arm/elbow joint, and then give it some offset from the elbow (like a pole vector would have). Same thing with a leg, you could specify Bone Space, pick the lower leg/knee, and then give it an offset to move it a bit in front of the knee. Again, that will put it right where a pole vector would be in a Maya rig.

Here’s a screengrab of what a leg IK setup might look like:

Good luck, and if any of that is unclear, just yell.

I think this is what I’m looking for too Ray. Many thanks. However on my Two Bone IK settings I only get half of the details in which you get with your settings. Is there a way to expand them?

Sorry, for the delayed response. I just saw this. If you uncheck the boxes labeled “As Pin”, you should see all of the options in the Details panel.

i think i’m missing something.
i’ve implemented my IK’s same as the picture you have provided shows, and my animation acts… well… funny?

http://i.imgur.com/SXBSOkG.jpg

http://i.imgur.com/gF4WRVI.jpg

any ideas on what could have cause it?
thanks.

http://i.imgur.com/D1uLfw8.jpg

try using the newer leg ik nodes, that tends to work well