unreal.PoseSearchLibrary
¶
- class unreal.PoseSearchLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Pose Search Library
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchLibrary.h
- classmethod motion_match(anim_instance, assets_to_search, pose_history_name, future, debug_session_unique_identifier=6174) PoseSearchBlueprintResult ¶
Implementation of the core motion matching algorithm
- Parameters:
anim_instance (AnimInstance) – Input animation instance
assets_to_search (Array[Object]) – Input assets to search (UPoseSearchDatabase or any animation asset containing UAnimNotifyState_PoseSearchBranchIn)
pose_history_name (Name) – Input tag of the associated PoseSearchHistoryCollector node in the anim graph
future (PoseSearchFutureProperties) – Input future properties to match (animation / start time / time offset)
debug_session_unique_identifier (int32) – Input unique identifier used to identify TraceMotionMatchingState (rewind debugger / pose search debugger) session. Similarly the MM node uses Context.GetCurrentNodeId()
- Returns:
result (PoseSearchBlueprintResult): Output FPoseSearchBlueprintResult with the search result
- Return type:
- classmethod motion_match_multi(anim_instances, roles, assets_to_search, pose_history_name, debug_session_unique_identifier=6174) PoseSearchBlueprintResult ¶
Implementation of the core motion matching algorithm for multiple characters
- Parameters:
anim_instances (Array[Character]) – Input animation instances
roles (Array[Name]) – Input Roles associated to the animation instances
assets_to_search (Array[Object]) – Input assets to search (UPoseSearchDatabase or any animation asset containing UAnimNotifyState_PoseSearchBranchIn)
pose_history_name (Name) – Input tag of the associated PoseSearchHistoryCollector node in the anim graphs of the AnimInstances
debug_session_unique_identifier (int32) – Input unique identifier used to identify TraceMotionMatchingState (rewind debugger / pose search debugger) session. Similarly the MM node uses Context.GetCurrentNodeId()
- Returns:
result (PoseSearchBlueprintResult): Output FPoseSearchBlueprintResult with the search result
- Return type: