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Input for MotionMatchInteraction_Pure: it declares that the associated character ("AnimContext" that could be an AnimInstance or an AnimNextCharacterComponent) is willing to partecipate in an interaction described by a UMultiAnimAsset (derived by UPoseSearchInteractionAsset) contained in the UPoseSearchDatabase Database with one of the roles in RolesFilter (if empty ANY of the Database roles can be taken) the MotionMatchInteraction_Pure will ultimately setup a motion matching query using looking for the pose history "PoseHistoryName" to gather bone and trajectory positions for this character for an interaction to be valid, the query needs to find all the other interacting characters within BroadPhaseRadius, and reach a maximum cost of MaxCost Experimental, this feature might be removed without warning, not for production use
| Name | FPoseSearchInteractionAvailability |
| Type | struct |
| Header File | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchInteractionAvailability.h |
| Include Path | #include "PoseSearch/PoseSearchInteractionAvailability.h" |
Syntax
USTRUCT (Experimental, BlueprintType , Category="Animation|Pose Search")
struct FPoseSearchInteractionAvailability
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableCollisions | bool | If true, the system will disable collsions between interacting characters | PoseSearch/PoseSearchInteractionAvailability.h |
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| BroadPhaseRadius | float | The associated character to this FPoseSearchInteractionAvailability will partecipate in an interaction only if all the necessary roles gest assigned to character within BroadPhaseRadius centimeters | PoseSearch/PoseSearchInteractionAvailability.h |
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| BroadPhaseRadiusIncrementOnInteraction | float | During interaction the BroadPhaseRadius will be incremented by BroadPhaseRadiusIncrementOnInteraction to create geometrical histeresys, where it's harder for actors to get into interaction rather than staying in interaction | PoseSearch/PoseSearchInteractionAvailability.h |
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| Database | TObjectPtr< UPoseSearchDatabase > | Database describing the interaction. It'll contains multi character UMultiAnimAsset and a schema with multiple skeletons with associated roles. | PoseSearch/PoseSearchInteractionAvailability.h |
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| RolesFilter | TArray< FName > | Roles the character is willing to take to partecipate in this interaction. If empty ANY of the Database roles can be taken | PoseSearch/PoseSearchInteractionAvailability.h |
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| Tag | FName | In case this availability Database is valid (not null), Tag (if IsTagValid()) is used to flag the Database with a specific name. | PoseSearch/PoseSearchInteractionAvailability.h |
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| TickPriority | int32 | The Actor with the higher TickPriority of any Availability request will be elected as the MainActor of the interaction island (containing all the actors that could interact with each other) the main Actor will tick first and all the other interacting actors will tick after in a concurrently from each other. | PoseSearch/PoseSearchInteractionAvailability.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsTagValid() |
PoseSearch/PoseSearchInteractionAvailability.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FPoseSearchInteractionAvailability& Other |
PoseSearch/PoseSearchInteractionAvailability.h |