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API > API/Plugins > API/Plugins/PoseSearch
| Name | FSearchContext |
| Type | struct |
| Header File | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchContext.h |
| Include Path | #include "PoseSearch/PoseSearchContext.h" |
Syntax
struct FSearchContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSearchContext
(
float InDesiredPermutationTimeOffset, |
PoseSearch/PoseSearchContext.h | ||
FSearchContext
(
float InDesiredPermutationTimeOffset, |
PoseSearch/PoseSearchContext.h | ||
FSearchContext
(
FSearchContext&& Other |
PoseSearch/PoseSearchContext.h | ||
FSearchContext
(
const FSearchContext& Other |
Deleting copies and moves since members could reference other members (e.g.: CurrentResultPoseVector could point to CurrentResultPoseVectorData, so it'll require proper copies and movers implementations) | PoseSearch/PoseSearchContext.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimContexts | TArray< FChooserEvaluationContext *, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > | PoseSearch/PoseSearchContext.h | ||
| AssetsToConsider | TConstArrayView< const UObject * > | If AssetsToConsider is not empty, we'll search only for poses from UObject(s) that are in the AssetsToConsider | PoseSearch/PoseSearchContext.h | |
| bAsyncBuildIndexInProgress | bool | PoseSearch/PoseSearchContext.h | ||
| bIsContinuingInteraction | bool | PoseSearch/PoseSearchContext.h | ||
| bUseCachedChannelData | bool | PoseSearch/PoseSearchContext.h | ||
| CachedChannels | TMap< uint32, FCachedChannel, TInlineSetAllocator< PreallocatedCachedChannelDataNum, TMemStackSetAllocator<> > > | Mapping channel unique identifier (hash) to FCachedChannel | PoseSearch/PoseSearchContext.h | |
| CachedQueries | TArray< FCachedQuery, TInlineAllocator< PreallocatedCachedQueriesNum, TMemStackAllocator<> > > | PoseSearch/PoseSearchContext.h | ||
| CachedTransforms | TMap< uint32, FTransform, TInlineSetAllocator< 64, TMemStackSetAllocator<> > > | Transforms cached in world space | PoseSearch/PoseSearchContext.h | |
| CurrentBestTotalCost | float | PoseSearch/PoseSearchContext.h | ||
| CurrentResult | const FSearchResult & | PoseSearch/PoseSearchContext.h | ||
| CurrentResultPoseVector | TConstArrayView< float > | PoseSearch/PoseSearchContext.h | ||
| CurrentResultPoseVectorData | TStackAlignedArray< float > | PoseSearch/PoseSearchContext.h | ||
| DesiredPermutationTimeOffset | const float | PoseSearch/PoseSearchContext.h | ||
| EventToSearch | const FPoseSearchEvent | PoseSearch/PoseSearchContext.h | ||
| PoseHistories | TArray< const IPoseHistory *, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > | PoseSearch/PoseSearchContext.h | ||
| PoseIndicesHistory | const FPoseIndicesHistory * | PoseSearch/PoseSearchContext.h | ||
| PoseJumpThresholdTime | const FFloatInterval | PoseSearch/PoseSearchContext.h | ||
| RoleToIndex | FRoleToIndex | PoseSearch/PoseSearchContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddNewFeatureVectorBuilder
(
const UPoseSearchSchema* Schema |
PoseSearch/PoseSearchContext.h | ||
void AddRole
(
const FRole& Role, |
PoseSearch/PoseSearchContext.h | ||
bool AnyCachedQuery() |
PoseSearch/PoseSearchContext.h | ||
bool ArePoseHistoriesValid() |
PoseSearch/PoseSearchContext.h | ||
bool CanUseCurrentResult() |
PoseSearch/PoseSearchContext.h | ||
TArrayView< float > EditFeatureVector() |
PoseSearch/PoseSearchContext.h | ||
const UObject * GetAnimContext
(
const FRole& Role |
PoseSearch/PoseSearchContext.h | ||
const TArray< const UAnimInstance *, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > GetAnimContexts() |
PoseSearch/PoseSearchContext.h | ||
const UAnimInstance * GetAnimInstance
(
const FRole& Role |
PoseSearch/PoseSearchContext.h | ||
const TArray< const UAnimInstance *, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > GetAnimInstances() |
PoseSearch/PoseSearchContext.h | ||
TConstArrayView< const UObject * > GetAssetsToConsider() |
PoseSearch/PoseSearchContext.h | ||
const UPoseSearchFeatureChannel * GetCachedChannelData
(
uint32 ChannelUniqueIdentifier, |
PoseSearch/PoseSearchContext.h | ||
TConstArrayView< float > GetCachedQuery
(
const UPoseSearchSchema* Schema |
PoseSearch/PoseSearchContext.h | ||
const FChooserEvaluationContext * GetContext
(
const FRole& Role |
PoseSearch/PoseSearchContext.h | ||
FChooserEvaluationContext * GetContext
(
const FRole& Role |
PoseSearch/PoseSearchContext.h | ||
TArrayView< FChooserEvaluationContext * > GetContexts() |
PoseSearch/PoseSearchContext.h | ||
float GetCurrentBestTotalCost() |
PoseSearch/PoseSearchContext.h | ||
const FSearchResult & GetCurrentResult() |
PoseSearch/PoseSearchContext.h | ||
TConstArrayView< float > GetCurrentResultPoseVector() |
PoseSearch/PoseSearchContext.h | ||
float GetDesiredPermutationTimeOffset() |
PoseSearch/PoseSearchContext.h | ||
const FPoseSearchEvent & GetEventToSearch() |
Experimental, this feature might be removed without warning, not for production use. | PoseSearch/PoseSearchContext.h | |
TConstArrayView< float > GetOrBuildQuery
(
const UPoseSearchSchema* Schema |
PoseSearch/PoseSearchContext.h | ||
const TArray< const IPoseHistory *, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > & GetPoseHistories() |
PoseSearch/PoseSearchContext.h | ||
const IPoseHistory * GetPoseHistory
(
const FRole& Role |
PoseSearch/PoseSearchContext.h | ||
const FPoseIndicesHistory * GetPoseIndicesHistory() |
PoseSearch/PoseSearchContext.h | ||
const FFloatInterval & GetPoseJumpThresholdTime() |
PoseSearch/PoseSearchContext.h | ||
const FRoleToIndex & GetRoleToIndex() |
PoseSearch/PoseSearchContext.h | ||
float GetSampleCurveValue
(
float SampleTimeOffset, |
Returns the curve value of name CurveName at an offset time of SampleTimeOffset. | PoseSearch/PoseSearchContext.h | |
FVector GetSamplePosition
(
float SampleTimeOffset, |
Returns the position of the bone Schema.BoneReferences[SchemaSampleBoneIdx] at an offset time of SampleTimeOffset relative to the transform of the bone Schema.BoneReferences[SchemaOriginBoneIdx] at an offset time of time OriginTimeOffset Times will be processed by GetPermutationTimeOffsets(PermutationTimeType, ...) | PoseSearch/PoseSearchContext.h | |
FQuat GetSampleRotation
(
float SampleTimeOffset, |
Returns the rotation of the bone Schema.BoneReferences[SchemaSampleBoneIdx] at an offset time of SampleTimeOffset relative to the transform of the bone Schema.BoneReferences[SchemaOriginBoneIdx] at an offset time of time OriginTimeOffset Times will be processed by GetPermutationTimeOffsets(PermutationTimeType, ...) | PoseSearch/PoseSearchContext.h | |
FVector GetSampleVelocity
(
float SampleTimeOffset, |
Returns the delta velocity of the velocity of the bone Schema.BoneReferences[SchemaSampleBoneIdx] at an offset time of SampleTimeOffset minus the velocity of the bone Schema.BoneReferences[SchemaOriginBoneIdx] at an offset time of time OriginTimeOffset Times will be processed by GetPermutationTimeOffsets(PermutationTimeType, ...) if bUseCharacterSpaceVelocities is true, velocities will be computed in root bone space, rather than world space | PoseSearch/PoseSearchContext.h | |
FTransform GetWorldBoneTransformAtTime
(
float SampleTime, |
Returns the world space transform of the bone SchemaBoneIdx at time SampleTime | PoseSearch/PoseSearchContext.h | |
bool IsAsyncBuildIndexInProgress() |
PoseSearch/PoseSearchContext.h | ||
bool IsContinuingInteraction() |
Experimental, this feature might be removed without warning, not for production use. | PoseSearch/PoseSearchContext.h | |
bool IsCurrentResultFromDatabase
(
const UPoseSearchDatabase* Database |
PoseSearch/PoseSearchContext.h | ||
bool IsUseCachedChannelData() |
PoseSearch/PoseSearchContext.h | ||
void ResetAsyncBuildIndexInProgress() |
PoseSearch/PoseSearchContext.h | ||
void ResetCurrentBestCost() |
PoseSearch/PoseSearchContext.h | ||
void SetAssetsToConsider
(
TConstArrayView< const UObject* > InAssetsToConsider |
PoseSearch/PoseSearchContext.h | ||
void SetAsyncBuildIndexInProgress() |
PoseSearch/PoseSearchContext.h | ||
void SetIsContinuingInteraction
(
bool bInIsContinuingInteraction |
Experimental, this feature might be removed without warning, not for production use. | PoseSearch/PoseSearchContext.h | |
void SetUseCachedChannelData
(
bool bInUseCachedChannelData |
PoseSearch/PoseSearchContext.h | ||
void UpdateCurrentBestCost
(
const FPoseSearchCost& PoseSearchCost |
PoseSearch/PoseSearchContext.h | ||
void UpdateCurrentResultPoseVector() |
PoseSearch/PoseSearchContext.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSearchContext & operator=
(
const FSearchContext& Other |
PoseSearch/PoseSearchContext.h | ||
FSearchContext & operator=
(
FSearchContext&& Other |
PoseSearch/PoseSearchContext.h |