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API > API/Plugins > API/Plugins/MassCharacterTrajectory
Per-entity trajectory data. Follows PoseSearch sample layout convention:
Trajectory.Samples layout (total = NumHistorySamples + 1 + NumPredictionSamples): [0 .. NumHistory-2] : older history samples (negative time values) [NumHistory-1] : t=0, last frame's position (beginning of current frame) [NumHistory] : t=DeltaTime, this frame's predicted position [NumHistory+1 .. end]: future prediction samples
Trajectory generation always runs BEFORE movement processors, so it reads the start-of-frame transform from TransformFragment consistently.
| Name | FCharacterTrajectoryFragment |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassCharacterTrajectory/Public/MassCharacterTrajectoryFragments.h |
| Include Path | #include "MassCharacterTrajectoryFragments.h" |
Syntax
USTRUCT ()
struct FCharacterTrajectoryFragment : public FMassFragment
Inheritance Hierarchy
- FMassElement → FMassFragment → FCharacterTrajectoryFragment
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshRelativeTransform | FTransform | MassCharacterTrajectoryFragments.h | ||
| MeshRootWorldTransform | FTransform | MassCharacterTrajectoryFragments.h | ||
| SteeringTarget | FQuat | MassCharacterTrajectoryFragments.h | ||
| Trajectory | FTransformTrajectory | MassCharacterTrajectoryFragments.h |