unreal.PoseSearchSchema
¶
- class unreal.PoseSearchSchema(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataAsset
Specifies the format of a pose search index. At runtime, queries are built according to the schema for searching.
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchSchema.h
Editor Properties: (see get_editor_property/set_editor_property)
add_data_padding
(bool): [Read-Write] if true a padding channel will be added to make sure the data is 16 bytes (aligned) and padded, to facilitate performance improvements at cost of eventual additional memorybase_cost_bias
(float): [Read-Write] Base Cost added or removed to all poses from databases that use this config. It can be overridden by Anim Notify: Pose Search Modify Cost at the frame level of animation data. Negative values make it more likely to be picked, or stayed in, Positive values make it less likely to be picked or stay in.channels
(Array[PoseSearchFeatureChannel]): [Read-Write] Channels itemize the cost breakdown of the config in simpler parts such as position or velocity of a bones, or phase of limbs. The total cost of a query against an indexed database pose will be the sum of the combined channel costscontinuing_pose_cost_bias
(float): [Read-Write] Cost added to the continuing pose from databases that uses this config. This allows users to apply a cost bias (positive or negative) to the continuing pose. This is useful to help the system stay in one animation segment longer, or shorter depending on how you set this bias. Negative values make it more likely to be picked, or stayed in, positive values make it less likely to be picked or stay in.data_preprocessor
(PoseSearchDataPreprocessor): [Read-Write] Type of operation performed to the full pose features datasetinject_additional_debug_channels
(bool): [Read-Write] If bInjectAdditionalDebugChannels is true, channels will be asked to inject additional channels into this schema. the original intent is to add UPoseSearchFeatureChannel_Position(s) to help with the complexity of the debug drawing (the database will have all the necessary positions to draw lines at the right location and time).looping_cost_bias
(float): [Read-Write] Cost added to all looping animation assets in a database that uses this config. This allows users to make it more or less likely to pick the looping animation segments. Negative values make it more likely to be picked, or stayed in, Positive values make it less likely to be picked or stay in.mirror_data_table
(MirrorDataTable): [Read-Write] Setting up and assigning a mirror data table will allow all your assets in your database to access the mirrored version of the data. This is required for mirroring to work with Motion Matching.number_of_permutations
(int32): [Read-Write] How many times the animation assets of the database using this schema will be indexed.permutations_sample_rate
(int32): [Read-Write] Delta time between every permutation indexing.permutations_time_offset
(float): [Read-Write] Starting offset of the “PermutationTime” from the “SamplingTime” of the first permutation. subsequent permutations will have PermutationTime = SamplingTime + PermutationsTimeOffset + PermutationIndex / PermutationsSampleRate.sample_rate
(int32): [Read-Write] The update rate at which we sample the animation data in the database. The higher the SampleRate the more refined your searches will be, but the more memory will be requiredskeleton
(Skeleton): [Read-Write] Skeleton Reference for Motion Matching Database assets. Must be set to a compatible skeleton to the animation data in the database.