unreal.AnimNode_MotionMatching¶
- class unreal.AnimNode_MotionMatching(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0, stitch_database: Object = Ellipsis, stitch_blend_time: float = 0.0, stitch_blend_max_cost: float = 0.0, notify_recency_time_out: float = 0.0)¶
Bases:
AnimNode_BlendStack_StandaloneAnim Node Motion Matching
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: AnimNode_MotionMatching.h
Editor Properties: (see get_editor_property/set_editor_property)
availabilities(Array[PoseSearchInteractionAvailability]): [Read-Write] Experimental, this feature might be removed without warning, not for production useblend_option(AlphaBlendOption): [Read-Write] How the blend is applied over time to the bones. Common selections are linear, ease in, ease out, and ease in and out.blend_parameters(Vector): [Read-Write] requested blend space blend parameters (if AnimationAsset is a blend space)blend_parameters_delta_threshold(float): [Read-Write] Use this to define a threshold to trigger a new blend when blendspace xy input pins change. By default, any delta will trigger a blend.blend_profile(BlendProfile): [Read-Write] Set Blend Profiles (editable in the skeleton) to determine how the blending is distributed among your character’s bones. It could be used to differentiate between upper body and lower body to blend timing.blend_time(float): [Read-Write] Time in seconds to blend out to the new pose. Uses either inertial blending, requiring an Inertialization node after this node, or the internal blend stack, if MaxActiveBlends is greater than zero.blend_weight(float): [Read-Write] Last encountered blendweight for this nodeblendspace_update_mode(BlendStack_BlendspaceUpdateMode): [Read-Write] How we should update individual blend space parameters. See dropdown options tooltips.database(PoseSearchDatabase): [Read-Write] The database to search. This can be overridden by Anim Node Functions such as “On Become Relevant” and “On Update” via SetDatabaseToSearch/SetDatabasesToSearch.event_to_search(PoseSearchEvent): [Read-Write] Experimental, this feature might be removed without warning, not for production usegroup_name(Name): [Read-Write] The group name that we synchronize with (NAME_None if it is not part of any group). Note that this is the name of the group used to sync the output of this node - it will not force syncing of animations contained by it.group_role(AnimGroupRole): [Read-Only] The role this node can assume within the group (ignored if GroupName is not set). Note that this is the role of the output of this node, not of animations contained by it.ignore_for_relevancy_test(bool): [Read-Write] If true, “Relevant anim” nodes that look for the highest weighted animation in a state will ignore this nodeinternal_time_accumulator(float): [Read-Write] Accumulated time used to reference the asset in this nodekeep_interaction_alive(bool): [Read-Write] Experimental, this feature might be removed without warning, not for production usemax_active_blends(int32): [Read-Write] Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabledmax_blend_in_time_to_override_animation(float): [Read-Write] if the most relevant (recently added) animation is within MaxBlendInTimeToOverrideAnimation, the new requested blend will take its spot otherwise a new blended will be added to the stackmethod(AnimSyncMethod): [Read-Write] How this node will synchronize with other animations. Note that this determines how the output of this node is used for synchronization, not of animations contained by it.notify_recency_time_out(float): [Read-Write] Window of time after firing a notify that any instance of the same notify will be filtered out.override_position_when_joining_sync_group_as_leader(bool): [Read-Only] When enabled, acting as the leader, and using marker-based sync, this asset player will not sync to the previous leader’s sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position.play_rate(FloatInterval): [Read-Write] Effective range of play rate that can be applied to the animations to account for discrepancies in estimated velocity between the movement model and the animation.play_rate_multiplier(float): [Read-Write] Experimental: Multiplier applied to the play rate of the selected animation after Motion Matching State has been updated.player_depth_blend_in_time_multiplier(float): [Read-Write] AnimPlayers blend in timer will be incremented PlayerDepthBlendInTimeMultiplier times faster on a deeper blendpose_jump_threshold_time(FloatInterval): [Read-Write] Don’t jump to poses of the same segment that are within the interval this many seconds away from the continuing pose.pose_reselect_history(float): [Read-Write] Prevent re-selection of poses that have been selected previously within this much time (in seconds) in the past. This is across all animation segments that have been selected within this time range.reset_on_becoming_relevant(bool): [Read-Write] Reset the motion matching selection state if it has become relevant to the graph after not being updated on previous frames.search_throttle_time(float): [Read-Write] Minimum amount of time to wait between searching for a new pose segment. It allows users to define how often the system searches, default for locomotion is searching every update, but you may only want to search once for other situations, like jump.should_filter_notifies(bool): [Read-Write] Flag that determines if any notifies from originating from an anim player samples should be filtered or not.should_search(bool): [Read-Write] If set to false, the motion matching node will perform a search only if the continuing pose is invalid. This is useful if you want to stagger searches of different nodes for performance reasonsshould_use_cached_channel_data(bool): [Read-Write] If set to true, the search of multiple databases with different schemas will try to share pose features data calculated during query build the idea is to be able to share as much as possible the continuing pose features vector across different schemas (and potentially improve performances) defaulted to false to preserve behavior backward compatibilitystitch_blend_max_cost(float): [Read-Write] if the cost from searching StitchDatabase is above StitchBlendMaxCost, blend stack will perform a regular blend, and not using the returned stitch animation as blendstitch_blend_time(float): [Read-Write] blend time in seconds used to blend into and out from a stitch animationstitch_database(Object): [Read-Write] database used to search for an animation stitch to use as blendstore_blended_pose(bool): [Read-Write] if the number of requested blends is higher than MaxActiveBlends, blend stack will blend and accumulate into a stored pose all the overflowing animations. if bStoreBlendedPose is false, the memory to store the pose will be saved, but once reached the MaxActiveBlends, blendstack will start discarding animations, potentially resulting in animation popsuse_inertial_blend(bool): [Read-Write]validate_result_against_availabilities(bool): [Read-Write] Experimental, this feature might be removed without warning, not for production usewarp_using_root_bone(bool): [Read-Write] Experimental, this feature might be removed without warning, not for production use if bWarpUsingRootBone is true, warping will be calculated using the interacting actors previous frame root bone transforms (effective for setups with OffsetRootBone node allowing root bone drifting from capsule) if bWarpUsingRootBone is true, warping will be calculated using the previous frame root transforms (effective root motion driven for setups)warping_rotation_ratio(float): [Read-Write] Experimental, this feature might be removed without warning, not for production use amount or rotation warping to applywarping_translation_ratio(float): [Read-Write] Experimental, this feature might be removed without warning, not for production use amount or translation warping to apply