unreal.PoseSearchInteractionLibrary¶
- class unreal.PoseSearchInteractionLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryExperimental, this feature might be removed without warning, not for production use
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchInteractionLibrary.h
- classmethod get_montage_continuing_properties(anim_instance) PoseSearchContinuingProperties¶
Get Montage Continuing Properties
- Parameters:
anim_instance (AnimInstance)
- Return type:
- classmethod motion_match_interaction(availabilities, anim_context, pose_history_name, validate_result_against_availabilities=True) PoseSearchBlueprintResult¶
BlueprintCallable version of MotionMatchInteraction_Pure
- Parameters:
availabilities (Array[PoseSearchInteractionAvailability])
anim_context (Object)
pose_history_name (Name)
validate_result_against_availabilities (bool)
- Return type:
- classmethod motion_match_interaction_pure(availabilities, anim_context, pose_history_name, validate_result_against_availabilities=True) PoseSearchBlueprintResult¶
function publishing this character (via its AnimInstance) FPoseSearchInteractionAvailability to the UPoseSearchInteractionSubsystem, FPoseSearchInteractionAvailability represents the character availability to partecipate in an interaction with other characters for the next frame. that means there will always be one frame delay between publiching availabilities and getting a result back from MotionMatchInteraction_Pure!
if FPoseSearchBlueprintResult has a valid SelectedAnimation, this will be the animation assigned to this character to partecipate in this interaction. additional interaction properties, like assigned role, SelectedAnimation time, SearchCost, etc can be found within the result ContinuingProperties are used to figure out the continuing pose and bias it accordingly. ContinuingProperties can reference directly the UMultiAnimAsset or any of the roled UMultiAnimAsset::GetAnimationAsset, and the UPoseSearchInteractionSubsystem will figure out the related UMultiAnimAsset PoseHistoryName is the name of the pose history node used for the associated motion matching search if bValidateResultAgainstAvailabilities is true, the result will be invalidated if doesn’t respect the new availabilities
- Parameters:
availabilities (Array[PoseSearchInteractionAvailability])
anim_context (Object)
pose_history_name (Name)
validate_result_against_availabilities (bool)
- Return type: