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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'Pose Search Blueprint Result' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | Pose Search Blueprint Result |
Outputs
| Type | Name | Description |
|---|---|---|
| object | Selected Anim | selected animation selected by the motion matching alghoritm that matches the query (trajectory + historical pose) the best |
| real | Selected Time | SelectedAnim associated time (to have the best result out of the motion matchign selection, play the SelectedAnim at the SelectedTime) |
| boolean | Is Continuing Pose Search | SelectedAnim at SelectedTime is from the motion matching continuing pose search |
| real | Wanted Play Rate | 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) |
| boolean | Loop | SelectedAnim associated looping state |
| boolean | Is Mirrored | SelectedAnim associated mirror state |
| vector | Blend Parameters | SelectedAnim associated BlendParameters (if SelectedAnim is a UBlendSpace) |
| object | Selected Database | database containig the SelectedAnim |
| real | Search Cost | 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) |
| boolean | Is Interaction | bIsInteraction is true if this is a result from a motion matching interaction search |
| name | Role | assigned role to this character. If this result is from a motion matched interaction, every interacting Actors will be assigned a different Role |
| transform | Actor Root Transforms | 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 |
| transform | Actor Root Bone Transforms | 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 |