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