unreal.PoseSearchBlueprintResult¶
- class unreal.PoseSearchBlueprintResult(selected_anim: Object = Ellipsis, selected_time: float = 0.0, is_continuing_pose_search: bool = False, wanted_play_rate: float = 0.0, loop: bool = False, is_mirrored: bool = False, blend_parameters: Vector = Ellipsis, selected_database: PoseSearchDatabase = Ellipsis, search_cost: float = 0.0, is_interaction: bool = False, role: Name = 'None', role_index: int = 0, actor_root_transforms: None = [], actor_root_bone_transforms: None = [], anim_contexts: None = [])¶
Bases:
StructBasenamespace UE::PoseSearch
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchResult.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_root_bone_transforms(Array[Transform]): [Read-Only] cached actors root bone transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootBoneTransform will be identityactor_root_transforms(Array[Transform]): [Read-Only] cached actors root transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootTransform will be identityanim_contexts(Array[Object]): [Read-Only] Experimental, this feature might be removed without warning, not for production use AnimContexts involved in this interaction for all the roles in SelectedAnim (as UMultiAnimAsset). If the role is missing because optional the AnimContext will be null BE CAREFUL HOW YOU USE THEM! since accessing data from other actors without proper tick dependencies leads to threading problems!blend_parameters(Vector): [Read-Only] SelectedAnim associated BlendParameters (if SelectedAnim is a UBlendSpace)is_continuing_pose_search(bool): [Read-Only] SelectedAnim at SelectedTime is from the motion matching continuing pose searchis_interaction(bool): [Read-Only] bIsInteraction is true if this is a result from a motion matching interaction searchis_mirrored(bool): [Read-Only] SelectedAnim associated mirror stateloop(bool): [Read-Only] SelectedAnim associated looping staterole(Name): [Read-Only] assigned role to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Rolerole_index(int32): [Read-Only] assigned role index to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Role index. It can be used to find this actor properies from ActorRootTransforms, ActorRootBoneTransforms, and AnimContextssearch_cost(float): [Read-Only] associated motion matching search cost for this result (how bad the SelectedAnim at SelectedTime etc looks in comparison to the query. The bigger the number, the more different the two are)selected_anim(Object): [Read-Only] selected animation selected by the motion matching alghoritm that matches the query (trajectory + historical pose) the bestselected_database(PoseSearchDatabase): [Read-Only] database containig the SelectedAnimselected_time(float): [Read-Only] SelectedAnim associated time (to have the best result out of the motion matchign selection, play the SelectedAnim at the SelectedTime)wanted_play_rate(float): [Read-Only] SelectedAnim suggested play rate (it’s usually calculated by estimating the ratio between the trajectory speed in the query against the speed in the result)
- property actor_root_bone_transforms: None¶
[Read-Only] cached actors root bone transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootBoneTransform will be identity
- property actor_root_transforms: None¶
[Read-Only] cached actors root transforms for all the roles in SelectedAnim (as UMultiAnimAsset). For all the optional missing roles (where the associated AnimContexts[i] is null), the ActorRootTransform will be identity
- property anim_contexts: None¶
[Read-Only] Experimental, this feature might be removed without warning, not for production use AnimContexts involved in this interaction for all the roles in SelectedAnim (as UMultiAnimAsset). If the role is missing because optional the AnimContext will be null BE CAREFUL HOW YOU USE THEM! since accessing data from other actors without proper tick dependencies leads to threading problems!
- property blend_parameters: Vector¶
[Read-Only] SelectedAnim associated BlendParameters (if SelectedAnim is a UBlendSpace)
- Type:
(Vector)
- property is_continuing_pose_search: bool¶
[Read-Only] SelectedAnim at SelectedTime is from the motion matching continuing pose search
- Type:
(bool)
- property is_interaction: bool¶
[Read-Only] bIsInteraction is true if this is a result from a motion matching interaction search
- Type:
(bool)
- property role: Name¶
[Read-Only] assigned role to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Role
- Type:
(Name)
- property role_index: int¶
[Read-Only] assigned role index to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Role index. It can be used to find this actor properies from ActorRootTransforms, ActorRootBoneTransforms, and AnimContexts
- Type:
(int32)
- property search_cost: float¶
[Read-Only] associated motion matching search cost for this result (how bad the SelectedAnim at SelectedTime etc looks in comparison to the query. The bigger the number, the more different the two are)
- Type:
(float)
- property selected_anim: Object¶
[Read-Only] selected animation selected by the motion matching alghoritm that matches the query (trajectory + historical pose) the best
- Type:
(Object)
- property selected_database: PoseSearchDatabase¶
[Read-Only] database containig the SelectedAnim
- Type: