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Experimental, this feature might be removed without warning, not for production use stack allocated temporary struct used to generate interaction contexts, then the FInteractionSearchContextBase portion will be stored including DisabledCollisions as FValidInteractionSearch
| Name | FInteractionSearchContext |
| Type | struct |
| Header File | /Engine/Plugins/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchInteractionIsland.h |
| Include Path | #include "PoseSearch/PoseSearchInteractionIsland.h" |
Syntax
struct FInteractionSearchContext : public UE::PoseSearch::FInteractionSearchContextBase
Inheritance Hierarchy
- FInteractionSearchContextBase → FInteractionSearchContext
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsContinuingContextInteraction | bool | PoseSearch/PoseSearchInteractionIsland.h | ||
| bIsContinuingInteraction | bool | PoseSearch/PoseSearchInteractionIsland.h | ||
| bIsPlayingAssetMirrored | bool | PoseSearch/PoseSearchInteractionIsland.h | ||
| InterruptMode | EPoseSearchInterruptMode | PoseSearch/PoseSearchInteractionIsland.h | ||
| PlayingAsset | TObjectPtr< const UObject > | PoseSearch/PoseSearchInteractionIsland.h | ||
| PlayingAssetAccumulatedTime | float | PoseSearch/PoseSearchInteractionIsland.h | ||
| PlayingAssetBlendParameters | FVector | PoseSearch/PoseSearchInteractionIsland.h | ||
| TickPriorities | TArray< int32, TInlineAllocator< PreallocatedRolesNum, TMemStackAllocator<> > > | PoseSearch/PoseSearchInteractionIsland.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
const UObject* AnimContext, |
PoseSearch/PoseSearchInteractionIsland.h | ||
void AddReferencedObjects
(
FReferenceCollector& Collector |
PoseSearch/PoseSearchInteractionIsland.h | ||
FPoseSearchContinuingProperties GetContinuingProperties() |
PoseSearch/PoseSearchInteractionIsland.h | ||
int32 GetTickPriority
(
int32 Index |
PoseSearch/PoseSearchInteractionIsland.h | ||
bool IsContinuingContextInteraction() |
PoseSearch/PoseSearchInteractionIsland.h | ||
bool IsContinuingInteraction() |
PoseSearch/PoseSearchInteractionIsland.h | ||
void SetContinuingContextInteraction
(
bool bInIsContinuingContextInteraction |
PoseSearch/PoseSearchInteractionIsland.h | ||
void SetContinuingInteraction
(
bool bInIsContinuingInteraction |
PoseSearch/PoseSearchInteractionIsland.h | ||
void SetContinuingProperties
(
float InPlayingAssetAccumulatedTime, |
PoseSearch/PoseSearchInteractionIsland.h |