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API > API/Plugins > API/Plugins/PoseSearch > API/Plugins/PoseSearch/UPoseSearchInteractionSubsystem
Description
Publishing FPoseSearchInteractionAvailability(s) for the requesting character (via AnimContext as UAnimInstance or UAnimNextComponent) and getting the FPoseSearchBlueprintResult from the PREVIOUS Tick update containing the animation to play at what time, and the assigned role to partecipate in the selected interaction. Either a PoseHistoryName or a PoseHistory are required to perform the associated motion matching searches if bValidateResultAgainstAvailabilities is true, the result will be validated against the currently published availabilities, that could differ from the previous frame one for this AnimContext, and discarded if not valid within the context of the new availabilities
| Name | Query_AnyThread |
| Type | function |
| Header File | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchInteractionSubsystem.h |
| Include Path | #include "PoseSearch/PoseSearchInteractionSubsystem.h" |
| Source | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchInteractionSubsystem.cpp |
void Query_AnyThread
(
const TArrayView < const FPoseSearchInteractionAvailability > Availabilities,
const UObject * AnimContext,
FPoseSearchBlueprintResult & Result,
FName PoseHistoryName,
const UE::PoseSearch::IPoseHistory * PoseHistory,
bool bValidateResultAgainstAvailabilities
)