Official Power IK Change Log
Added: new features.
Changed: changes in existing functionality.
Deprecated: soon-to-be removed features.
Removed: now removed features.
Fixed: any bug fixes.
[1.54] - 2020-SEP-16
- Fixed: Bug, bone scale values reset after going through any Power IK node
- Added: Support for bone translation with new solver AllowBoneTranslation solver setting
[1.53] - 2020-AUG-30
- Fixed: Ground Node, feet angles respect MaxGroundAngle
- Fixed: Control Rig, crash when using more than 1 Control Rig in level
- Fixed: Core Solver, memory leak.
[1.52] - 2020-AUG-02
- Added: New Body Inertia setting in core solver (with Smooth and Spring modes)
- Added: Body Inertia settings to Ground Node, Walk Node, Solver Node and Control Rig node
- Added: Explicit control over final iteration count in solver (exposed on all nodes)
- Added: Tuned sample 3rd person Mannequin ground node
- Changed: Walk Node, does not continuously update target plant location (avoids jitter stepping on uneven terrain)
- Changed: Ground Node, slope setting "Push Feet Outer" supports negative values
- Changed: Walk Node, stepping parameters exposed as pins
- Changed: Walk Node, removed clamp on walk parameters
- Changed: Walk Node, limb struct can be made with blueprint and all properties modified at runtime
- Changed: Walk Node, only prints teleport warning when "PrintTeleportWarning" is true for debugging
[1.51] - 2020-JUL-01
- Added: New Anim Graph node! "Power IK Walk" node creates procedural locomotion
- Added: New Core Solver upgrade efficiently produces more accurate and believable reaching
- Fixed: Bug in Core Solver; sub-root weights incorrect when Character Root was max distance from Effector
- Fixed: Bug in Core Solver; Bend Directions not respected when squash caused by sub-root rotation
- Changed: Ground Node's Delta Smooth Speed property exposed as a pin
- Removed: Power IK Rig Component (deprecated last release, use Control Rig now)
- Removed: PowerIK_Funcs blueprint function library (only needed for Rig component)
[1.50] - 2020-JUN-08
- Added: New Power IK Control Rig integration
- Added: New Power IK Ground Node, dedicated node for simpler ground setup
- Added: New Pole Vector support on Power IK Effectors
- Added: New PowerIK_UnrealCore.h system to make building your own nodes easier
- Added: New Debug drawing of ground raycast hit points and color coded rays
- Removed: "IsGrounded" bool from Power IK Effector (use Ground node now)
- Changed: Pos/Neg Pull Factor default on Ground node set to 0, 0, 1
- Changed: All "grounded" examples now use Power IK Ground node
- Changed: "JointLimits" renamed "BoneLimits" for consistency
- Fixed: Massive refactor of SDK and Plugin code to support rapid development
- Fixed: Bug in core solver, effectors on inner forks did not squash limbs correctly
- Deprecated: The Power IK Interactive Rig component (use Control Rig now)
[1.48] - 2020-MAY-31
- Added: SDK interface for adjusting skeleton before solve is run
- Added: SDK sample of procedural skeleton adjustment
- Added: SDK math functions MoveTowards, RotateTowards and PitchYawDecompose w/ comments
- Fixed: Bug, static foot offset did not follow foot normal
- Fixed: Bug, ground foot rotation was doubled up if RotateBone was off
- Changed: Default slope adjustment speed from 75 to 150
- Changed: Ground alignment code removed from core solver
- Removed: IsGrounded flag from interactive rig component, didn't make sense & had bugs
[1.47] - 2020-MAY-24
- Fixed: Bug in core solver, effectors not keeping bones 100% stable
- Changed: Code cleanup in SDK
[1.46] - 2020-MAY-18
- Added: Support for Linux platform (multiplayer Linux servers)
- Added: Support for Unreal 4.25
- Added: Separate position/rotation spaces on effectors
- Added: Changelog in docs
- Added: Docs better describe installation for Engine vs Project
- Fixed: SDK compiles warning free on clang and MSVC compilers
- Fixed: Packaging script removes potentially stale POWERIK.dll
- Added: Packaging script adds Changelog to docs
- Changed: Packaging script copies Changelog and License to top level folder
- Removed: (SDK) IsAdditive option on SetEffectorTransform(), assumes Component Space now
[1.45] - 2020-MAY-02
- Added: "Exclude Bones" list on solver to remove bones from skeleton
- Fixed: packaging error when plugin installed in engine folder saying "PrecompileForTargets"
- Added: Error reporting in all SDK function return values
- Changed: SDK solver code modularized further
[1.44] - 2020-MAY-01
- Fixed: plugin now works in precompiled mode (outside project)
- Fixed: compile errors in plugin when not using precompiled headers
- Fixed: critical bug with string handling exposed on skeleton with many bones
[1.43] - 2020-APR-25
- Added: Static foot offset parameter to fix minor foot penetration
- Removed: Ground Plane Bone no longer used or needed (removed)
- Fixed: incorrect warning of missing counter lean bone when not using counter lean
- Added: mention of "translucent mode" to interactive rig docs
- Fixed: PowerIK now works in Standalone mode
- Fixed: Incorrect warnings about "Missing effector bones called 'None'"
- Fixed: Warnings, uninitialized GroundSlope variables
- Fixed: Procedural walking demo initializes foot locations correctly
[1.42] - 2020-APR-23
- Fixed: Crash when connecting PowerIK to layered blend per bone (and likely some other nodes too)
[1.41] - 2020-APR-21
- Added: Ground normal smoothed with max angular speed (degrees/sec)
- Added: Delta smoothing to grounded effectors
- Changed: Unreal, removed separate Ground struct on Effectors
- Fixed: Bug, FName to string conversion was using stack memory
[1.4] - 2020-APR-20
- Added: Ground alignment stride scaling
- Added: Ground alignment leaning (spine) and counter leaning (head)
- Added: Ground alignment adjustable foot rotation
- Changed: Ground alignment documentation includes all new features
- Added: SDK now fully documented online and commented in code
- Changed: SDK, all structs passed by const reference
- Changed: SDK, all settings broken out into structs with sensible default values
- Fixed: Solver bug causing PullWeight of zero to not be respected on hips.
- Fixed: General solver bug causing intermediate effectors to stretch skeleton
[1.3] - 2020-APR-10
- Added: Directional pull weight vectors.
- Added: "NormalizePulling" option on effectors for adding more power to body
- Added: "PullBodyAmount" to COG constraint to smooth out spine
- Added: "RootRotationMultiplier" to adjust amount of rotation on root
- Added: Ability to remove intermediate bones by setting Stiffness to 1.0
- Added: Global multiplier on solver node to adjust effector smoothing
- Added: "Prone" biped ground align demo
- Added: 3-point VR tracker demo
- Changed: SDK SetEffectorTransform() split into 3 separate functions
- Changed: SDK no longer requires local transform in SetBones()
- Changed: UNREAL Ground settings in separate struct (shareable amongst effectors)
- Changed: UNREAL Smooth settings in separated struct (shareable amongst effectors)
- Added: UNREAL, bool toggle on PowerIKRig to disable component without having to remove it
- Added: Data for ground alignment control (new experimental feature)
- Fixed: SDK Bug causing elbows to flip in extreme poses
- Fixed: Unreal Bug causing names to get mangled in debug builds
[1.22] - 2020-APR-04
- Added: Optional, Pos/Rot temporal smoothing on effectors
- Added: Global solver alpha to blend everything on/off
- Added: "RotateLimb" bool on effector rotates whole limb smoothly
- Changed: "IgnoreRotation" now called "RotateBone"
- Changed: All solver data private / routed through API
- Changed: COG constraint now tunable
- Changed: changelog.txt and license.txt packaged in SDK
- Fixed: Crash if all PullWeights set to 0
- Fixed: IsGrounded effectors now inherit ground angle
[1.21] - 2020-MAR-30
- Added: Support for 3-point VR tracking! (demo soon)
- Added: Stiffness constraint (experimental)
- Added: Center of Gravity constraint (needed for VR)
- Changed: much improved squash and stretch overall
- Fixed: Unreal project warnings
[0.9] - 2020-MAR-26
- Added: support for custom bending directions
- Added: plumbing to support joint limits (coming soon)
- Changed: improved fork joint rotation (smoother)
- Changed: effector PullWeights now behave much better
- Changed: Unreal Rig component effectors smaller and transparent
- Fixed: bug, crashed on skeletons with fork joints next to each other
[0.8] - 2020-FEB-28
- Fixed: packaging for Windows and Linux
[0.7] - 2020-FEB-28
- Added: Power IK Windows build available on Unreal Marketplace