unreal.PoseSearchEvent

class unreal.PoseSearchEvent(event_tag: GameplayTag = Ellipsis, time_to_event: float = 0.0, enable_pose_filters: bool = False, use_play_rate_range_override: bool = False, play_rate_range_override: FloatInterval = Ellipsis)

Bases: StructBase

Pose Search Event

C++ Source:

  • Plugin: PoseSearch

  • Module: PoseSearch

  • File: PoseSearchEvent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable_pose_filters (bool): [Read-Write] if true pose candidates will be filtered by MotionMatching node ‘PoseJumpThresholdTime’ (DiscardedBy_PoseJumpThresholdTime) and ‘PoseReselectHistory’ (DiscardedBy_PoseReselectHistory), as well as database assets FPoseSearchDatabaseAnimationAssetBase::bDisableReselection (DiscardedBy_AssetReselection)

  • event_tag (GameplayTag): [Read-Write] Tag identifying this event

  • play_rate_range_override (FloatInterval): [Read-Write] todo:: support the concept of time to event channel weight, as wey of scoring better poses that are closer to the TimeToEvent Effective range of play rate that can be applied to the selected animation to play, to account for better pose and trajectory matches. that means the event search will evaluate poses in the range [TimeToEvent * PlayRate.Min, TimeToEvent * PlayRate.Max] seconds from any poses tagged with EventTag PlayRateRangeOverride will be used if bUsePlayRateRangeOverride is true, otherwise FAnimNode_MotionMatching::PlayRate will be used instead

  • time_to_event (float): [Read-Write] Time in seconds until this event occurs

  • use_play_rate_range_override (bool): [Read-Write] todo:: add PlayRate / PlayRateRangeOverride concept to UPoseSearchLibrary::MotionMatch if true PlayRateRangeOverride will be used instead of FAnimNode_MotionMatching::PlayRate

property enable_pose_filters: bool

[Read-Write] if true pose candidates will be filtered by MotionMatching node ‘PoseJumpThresholdTime’ (DiscardedBy_PoseJumpThresholdTime) and ‘PoseReselectHistory’ (DiscardedBy_PoseReselectHistory), as well as database assets FPoseSearchDatabaseAnimationAssetBase::bDisableReselection (DiscardedBy_AssetReselection)

Type:

(bool)

property event_tag: GameplayTag

[Read-Write] Tag identifying this event

Type:

(GameplayTag)

property play_rate_range_override: FloatInterval

[Read-Write] todo:: support the concept of time to event channel weight, as wey of scoring better poses that are closer to the TimeToEvent Effective range of play rate that can be applied to the selected animation to play, to account for better pose and trajectory matches. that means the event search will evaluate poses in the range [TimeToEvent * PlayRate.Min, TimeToEvent * PlayRate.Max] seconds from any poses tagged with EventTag PlayRateRangeOverride will be used if bUsePlayRateRangeOverride is true, otherwise FAnimNode_MotionMatching::PlayRate will be used instead

Type:

(FloatInterval)

property time_to_event: float

[Read-Write] Time in seconds until this event occurs

Type:

(float)

property use_play_rate_range_override: bool

[Read-Write] todo:: add PlayRate / PlayRateRangeOverride concept to UPoseSearchLibrary::MotionMatch if true PlayRateRangeOverride will be used instead of FAnimNode_MotionMatching::PlayRate

Type:

(bool)