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', actor_root_transforms: None = [], actor_root_bone_transforms: None = [])

Bases: StructBase

namespace 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 identity

  • actor_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 identity

  • 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 search

  • is_interaction (bool): [Read-Only] bIsInteraction is true if this is a result from a motion matching interaction search

  • is_mirrored (bool): [Read-Only] SelectedAnim associated mirror state

  • loop (bool): [Read-Only] SelectedAnim associated looping state

  • 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

  • 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)

  • selected_anim (Object): [Read-Only] selected animation selected by the motion matching alghoritm that matches the query (trajectory + historical pose) the best

  • selected_animation (Object): [Read-Write] Deprecated in 5.6. Use “SelectedAnim” property instead deprecated: Use SelectedAnim instead

  • selected_database (PoseSearchDatabase): [Read-Only] database containig the SelectedAnim

  • selected_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

Type:

(Array[Transform])

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

Type:

(Array[Transform])

property blend_parameters: Vector

[Read-Only] SelectedAnim associated BlendParameters (if SelectedAnim is a UBlendSpace)

Type:

(Vector)

[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 is_mirrored: bool

[Read-Only] SelectedAnim associated mirror state

Type:

(bool)

property loop: bool

[Read-Only] SelectedAnim associated looping state

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 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_animation: Object

[Read-Write] Deprecated in 5.6. Use “SelectedAnim” property instead deprecated: Use SelectedAnim instead

Type:

(Object)

property selected_database: PoseSearchDatabase

[Read-Only] database containig the SelectedAnim

Type:

(PoseSearchDatabase)

property selected_time: float

[Read-Only] SelectedAnim associated time (to have the best result out of the motion matchign selection, play the SelectedAnim at the SelectedTime)

Type:

(float)

property 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)

Type:

(float)