unreal.AnimNode_MotionMatchingInteraction¶
- class unreal.AnimNode_MotionMatchingInteraction(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, blend_time: float = 0.0, blend_profile: BlendProfile = Ellipsis, blend_option: AlphaBlendOption = Ellipsis)¶
Bases:
AnimNode_BlendStack_StandaloneAnim Node Motion Matching Interaction
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: AnimNode_MotionMatchingInteraction.h
Editor Properties: (see get_editor_property/set_editor_property)
availabilities(Array[PoseSearchInteractionAvailability]): [Read-Write]blend_option(AlphaBlendOption): [Read-Write]blend_profile(BlendProfile): [Read-Write]blend_time(float): [Read-Write] tunable animation transition blend timeblend_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.internal_time_accumulator(float): [Read-Write] Accumulated time used to reference the asset in this nodemax_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 stacknotify_recency_time_out(float): [Read-Write] Window of time after firing a notify that any instance of the same notify will be filtered out.player_depth_blend_in_time_multiplier(float): [Read-Write] AnimPlayers blend in timer will be incremented PlayerDepthBlendInTimeMultiplier times faster on a deeper blendreset_on_becoming_relevant(bool): [Read-Write] Reset the blend stack if it has become relevant to the graph after not being updated on previous frames.should_filter_notifies(bool): [Read-Write] Flag that determines if any notifies from originating from an anim player samples should be filtered or not.stitch_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] tunable animation transition blend timevalidate_result_against_availabilities(bool): [Read-Write]warp_using_root_bone(bool): [Read-Write] 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] amount or rotation warping to applywarping_translation_ratio(float): [Read-Write] amount or translation warping to apply
- property blend_option: AlphaBlendOption¶
[Read-Write]
- Type:
- property blend_profile: BlendProfile¶
[Read-Write]
- Type: