| ActorRootBoneTransforms |
TArray< FTransform > |
Cached actors root bone transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootBoneTransform will be identity |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category="Experimental|Interaction"
- Meta=(Experimental)
|
| ActorRootTransforms |
TArray< FTransform > |
Cached actors root transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootTransform will be identity |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category="Experimental|Interaction"
- Meta=(Experimental)
|
| AnimContexts |
TArray< TObjectPtr< const UObject > > |
Experimental, this feature might be removed without warning, not for production use AnimContexts involved in this interaction for all the roles in SelectedAnim (as UMultiAnimAsset). |
PoseSearch/PoseSearchResult.h |
|
| bIsContinuingPoseSearch |
bool |
SelectedAnim at SelectedTime is from the motion matching continuing pose search. |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| bIsInteraction |
bool |
BIsInteraction is true if this is a result from a motion matching interaction search |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category="Experimental|Interaction"
- Meta=(Experimental)
|
| bIsMirrored |
bool |
SelectedAnim associated mirror state. |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| BlendParameters |
FVector |
SelectedAnim associated BlendParameters (if SelectedAnim is a UBlendSpace) |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| bLoop |
bool |
SelectedAnim associated looping state. |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| Role |
FName |
Assigned role to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Role |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category="Experimental|Interaction"
- Meta=(Experimental)
|
| SearchCost |
float |
Associated motion matching search cost for this result (how bad the SelectedAnim at SelectedTime etc looks in comparison to the query. The bigger the number, the more different the two are) |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| SelectedAnim |
TObjectPtr< UObject > |
Selected animation selected by the motion matching alghoritm that matches the query (trajectory + historical pose) the best |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| SelectedDatabase |
TObjectPtr< const UPoseSearchDatabase > |
Database containig the SelectedAnim |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| SelectedTime |
float |
SelectedAnim associated time (to have the best result out of the motion matchign selection, play the SelectedAnim at the SelectedTime) |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|
| WantedPlayRate |
float |
SelectedAnim suggested play rate (it's usually calculated by estimating the ratio between the trajectory speed in the query against the speed in the result) |
PoseSearch/PoseSearchResult.h |
- Transient
- VisibleAnywhere
- BlueprintReadOnly
- Category=State
|