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API > API/Plugins > API/Plugins/PoseSearch > API/Plugins/PoseSearch/PoseSearch
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UPoseSearchSchema
References
Module | PoseSearch |
Header | /Engine/Plugins/Experimental/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchSchema.h |
Include | #include "PoseSearch/PoseSearchSchema.h" |
Syntax
UCLASS&40;BlueprintType, Category&61;"Animation&124;Pose Search", Experimental,
Meta&61;&40;DisplayName&61;"Motion Database Config"&41;, CollapseCategories&41;
class UPoseSearchSchema :
public UDataAsset,
public IBoneReferenceSkeletonProvider
Remarks
Specifies the format of a pose search index. At runtime, queries are built according to the schema for searching.
Variables
Type | Name | Description | |
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bool | bAddDataPadding | 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 memory |
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float | BaseCostBias | Base Cost added or removed to all poses from databases that use this config. |
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bool | bInjectAdditionalDebugChannels | If bInjectAdditionalDebugChannels is true, channels will be asked to inject additional channels into this schema. |
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TArray< uint16 > | BoneIndicesWithParents | |
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TArray< FBoneReference > | BoneReferences | |
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float | ContinuingPoseCostBias | Cost added to the continuing pose from databases that uses this config. |
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EPoseSearchDataPreprocessor | DataPreprocessor | Type of operation performed to the full pose features dataset. |
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float | LoopingCostBias | Cost added to all looping animation assets in a database that uses this config. |
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TObjectPtr< UMirrorDataTable > | MirrorDataTable | 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. |
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int32 | NumberOfPermutations | How many times the animation assets of the database using this schema will be indexed. |
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int32 | PermutationsSampleRate | Delta time between every permutation indexing. |
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float | PermutationsTimeOffset | Starting offset of the "PermutationTime" from the "SamplingTime" of the first permutation. |
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int32 | SampleRate | 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 required. |
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int32 | SchemaCardinality | |
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TObjectPtr< USkeleton > | Skeleton | Skeleton Reference for Motion Matching Database assets. Must be set to a compatible skeleton to the animation data in the database. |
Functions
Type | Name | Description | |
---|---|---|---|
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int8 | AddBoneReference
(
const FBoneReference& BoneReference |
|
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void | AddChannel
(
UPoseSearchFeatureChannel* Channel |
|
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void | AddTemporaryChannel
(
UPoseSearchFeatureChannel* DependentChannel |
|
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void | BuildQuery
(
UE::PoseSearch::FSearchContext& SearchContext, |
|
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const UPoseSearchFeatureChannel * | FindChannel
(
FindPredicateType FindPredicate |
|
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const ChannelType * | ||
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FBoneIndexType | GetBoneIndexType
(
int8 SchemaBoneIdx |
|
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TConstArrayView< TObjectPtr< UPoseSearchFeatureChannel > > | GetChannels () |
|
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USkeleton * | GetSkeleton
(
bool& bInvalidSkeletonIsError, |
IBoneReferenceSkeletonProvider. |
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bool | IsRootBone
(
int8 SchemaBoneIdx |
|
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bool | IsValid () |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
UObject. |