Oh ok but I am still failing to understand the need for the extra parameter, I have always just set the elbows and knees using SetAbilityIKTarget() and it has worked fine. I see a new parameter has been added, but if you check out the code, its doing the same thing anyway. Just from a second array now. Essentially making the same thing more bloated.The main point I am making is that there is no built in method to set the IK elbow hints
Having a better understanding of setting the IK hints now, and not that I have the scope of knowledge to influence the decision, but I would be happy to revert and send all the IK messages separately.@Justin @DankP3 A new bug has been caused by this... There was no need to make the initial change or patch change. ikgoal+1 gets out of bounds.
Can we just please revert this?
There is no point to do extra work on it. It is literally wasted lines of code, an extra array for nothing and new bugs.
The old function was perfect, I have reverted it in my own project.
I am going to send you an example chunk of code to help you, a for loop can achieve the results easily.Having a better understanding of setting the IK hints now, and not that I have the scope of knowledge to influence the decision, but I would be happy to revert and send all the IK messages separately.
The hint array is created with the same count as target array. It breaks because count +1 is out of boundsHaving direct access to the hint within the ability code is helpful if for example you are interacting and want the elbow to be pointing in another direction. What bugs did you come across?