unreal.AnimNode_MotionMatching

class unreal.AnimNode_MotionMatching(blend_weight: float = 0.0, internal_time_accumulator: float = 0.0)

Bases: AnimNode_AssetPlayerBase

Anim Node Motion Matching

C++ Source:

  • Plugin: PoseSearch

  • Module: PoseSearch

  • File: AnimNode_MotionMatching.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_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_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 node

  • 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.

  • 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 node

  • internal_time_accumulator (float): [Read-Write] Accumulated time used to reference the asset in this node

  • max_active_blends (int32): [Read-Write] Number of max active animation segments being blended together in the blend stack. If MaxActiveBlends is zero then the blend stack is disabled.

  • 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.

  • pose_jump_threshold_time (float): [Read-Write] Don’t jump to poses of the same segment that are less than this many seconds away.

  • 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_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 reasons

  • trajectory (PoseSearchQueryTrajectory): [Read-Write] Motion Trajectory samples for pose search queries in Motion Matching.These are expected to be in the space of the SkeletalMeshComponent.This is provided with the CharacterMovementTrajectory Component output.

  • trajectory_speed_multiplier (float): [Read-Write] Input Trajectory velocity will be multiplied by TrajectorySpeedMultiplier: values below 1 will result in selecting animation slower than requested from the original Trajectory

  • yaw_from_animation_blend_rate (float): [Read-Write] rate at which the root bone orientation catches up to the capsule orientation after being controlled by animation (negative values mean the capsule is authoritative over the root bone orientation and the root bone is always synchronized with the capsule, 0 means the orientation will be fully controlled by animation, and potentially never converge over the capsule orientation, positive values represent the rate at which the orientation drifts towards the capsule orientation after being controlled by animation)

  • yaw_from_animation_trajectory_blend_time (float): [Read-Write] blend time over which the yaw from the animation is distributed across the trajectory samples (negative values implies yaw from the animation is constant over the entire trajectory, so the trajectory will not try to recover towards the capsule orientation)