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Module |
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Header |
/Engine/Plugins/Experimental/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchLibrary.h |
Include |
#include "PoseSearch/PoseSearchLibrary.h" |
USTRUCT(BlueprintType, Category="Animation|Pose Search")
struct FMotionMatchingState
Name | Description | ||
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float |
AssetPlayerTime |
Current time within the asset player node. |
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ComposedQuery |
The current query feature vector used to search the database for pose candidates. |
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TWeakObjectPtr<... |
CurrentDatabase |
When the database changes, the search parameters are reset. |
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DbPoseIdx |
The current pose we're playing from the database. |
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DbSequenceIdx |
The current animation we're playing from the database. |
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float |
ElapsedPoseJumpTime |
Time since the last pose jump. |
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Flags |
Evaluation flags relevant to the state of motion matching. |
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WeightsContext |
Precomputed runtime weights. |
Name | Description | ||
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ComposeQuery ( |
Adds trajectory prediction and history information to ComposedQuery. |
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UE::PoseSear... |
ComputeContinuityParameters ( |
Updates DbPoseIdx to track DeltaTime and jumps to a follow-up sequence when available. |
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InitNewDatabaseSearch ( |
Initializes the minimum required motion matching state. |
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JumpToPose ( |
Internally stores the 'jump' to a new pose/sequence index and asset time for evaluation. |