FAnimNode_MotionMatching

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_AssetPlayerBase

FAnimNode_MotionMatching

References

Module

PoseSearch

Header

/Engine/Plugins/Experimental/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/AnimNode_MotionMatching.h

Include

#include "PoseSearch/AnimNode_MotionMatching.h"

Syntax

USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_MotionMatching : public FAnimNode_AssetPlayerBase

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDraw

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawMatch

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawQuery

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TObjectPtr< con...

 

Database

Collection of animations for motion matching.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FDynamicPlayRat...

 

DynamicPlayRateSettings

Settings for dynamic play rate adjustment on sequences chosen by motion matching.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FMotionMatching...

 

Settings

Settings for the core motion matching algorithm evaluation.

Public variable UProperty

FPoseLink

 

Source

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FTrajectorySamp...

 

Trajectory

Motion trajectory samples for pose search queries.

Overridden from FAnimNode_AssetPlayerBase

Name Description

Protected function Virtual Const

float

 

GetAccumulatedTime()

FAnimNode_AssetPlayerBase.

Protected function Virtual Const

UAnimationAs...

 

GetAnimAsset()

Get the animation asset associated with the node, derived classes should implement this

Protected function Virtual Const

float

 

GetCurrentAssetLength()

Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code).

Protected function Virtual Const

float

 

GetCurrentAssetTime()

Protected function Virtual Const

float

 

GetCurrentAssetTimePlayRateAdjusted()

Protected function Virtual Const

bool

 

GetIgnoreForRelevancyTest()

Check whether this node should be ignored when testing for relevancy in state machines.

Protected function Virtual

bool

 

SetIgnoreForRelevancyTest

(
    bool bInIgnoreForRelevancyTest
)

Set whether this node should be ignored when testing for relevancy in state machines.

Protected function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext& Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual Const

bool

 

HasPreUpdate()

Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes

Public function Virtual

void

 

PreUpdate

(
    const UAnimInstance* InAnimIns...
)

Override this to perform game-thread work prior to non-game thread Update() being called