unreal.PoseSearchLibrary

class unreal.PoseSearchLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Pose Search Library

C++ Source:

  • Plugin: PoseSearch

  • Module: PoseSearch

  • File: PoseSearchLibrary.h

classmethod motion_match(anim_instance, database, trajectory, trajectory_speed_multiplier, pose_history_name, future_animation=None, future_animation_start_time=0.000000, time_to_future_animation_start=0.000000, debug_session_unique_identifier=6174) -> (selected_animation=AnimationAsset, selected_time=float, loop=bool, is_mirrored=bool, blend_parameters=Vector, search_cost=float)

Implementation of the core motion matching algorithm

Parameters:
  • anim_instance (AnimInstance) – Input animation instance

  • database (PoseSearchDatabase) – Input database to search

  • trajectory (PoseSearchQueryTrajectory) – Input motion trajectory samples for pose search queries. Expected to be in the space of the SkeletalMeshComponent. This is provided with the CharacterMovementTrajectory Component output.

  • trajectory_speed_multiplier (float) – Input Trajectory velocity will be multiplied by TrajectorySpeedMultiplier: values below 1 will result in selecting animation slower than requested from the original Trajectory

  • pose_history_name (Name) – Input tag of the associated PoseSearchHistoryCollector node in the anim graph

  • future_animation (AnimationAsset) – Input animation we want to match after TimeToFutureAnimationStart seconds

  • future_animation_start_time (float) – Input start time for the first pose of FutureAnimation

  • time_to_future_animation_start (float) – Input time in seconds before start playing FutureAnimation (from FutureAnimationStartTime seconds)

  • debug_session_unique_identifier (int32) – Input unique identifier used to identify TraceMotionMatchingState (rewind debugger / pose search debugger) session. Similarly the MM node uses Context.GetCurrentNodeId()

Returns:

selected_animation (AnimationAsset): Output selected animation from the Database asset

selected_time (float): Output selected animation time

loop (bool): Output selected animation looping state

is_mirrored (bool): Output selected animation mirror state

blend_parameters (Vector): Output selected animation blend space parameters (if SelectedAnimation is a blend space)

search_cost (float): Output search associated cost

Return type:

tuple