unreal.PoseSearchSchema
¶
- class unreal.PoseSearchSchema(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataAsset
Specifies the format of a pose search index. At runtime, queries are built according to the schema for searching.
C++ Source:
Plugin: PoseSearch
Module: PoseSearch
File: PoseSearchSchema.h
Editor Properties: (see get_editor_property/set_editor_property)
add_data_padding
(bool): [Read-Write] if true a padding channel will be added to make sure the data is 16 bytes (aligned) and padded, to facilitate performance improvements at cost of eventual additional memorychannels
(Array[PoseSearchFeatureChannel]): [Read-Write] Channels itemize the cost breakdown of the Schema in simpler parts such as position or velocity of a bones, or phase of limbs. The total cost of a query against an indexed database pose will be the sum of the combined channel costsdata_preprocessor
(PoseSearchDataPreprocessor): [Read-Write] Type of operation performed to the full pose features datasetinject_additional_debug_channels
(bool): [Read-Write] If bInjectAdditionalDebugChannels is true, channels will be asked to inject additional channels into this schema. the original intent is to add UPoseSearchFeatureChannel_Position(s) to help with the complexity of the debug drawing (the database will have all the necessary positions to draw lines at the right location and time).number_of_permutations
(int32): [Read-Write] How many times the animation assets of the database using this schema will be indexed.permutations_sample_rate
(int32): [Read-Write] Delta time between every permutation indexing.permutations_time_offset
(float): [Read-Write] Starting offset of the “PermutationTime” from the “SamplingTime” of the first permutation. subsequent permutations will have PermutationTime = SamplingTime + PermutationsTimeOffset + PermutationIndex / PermutationsSampleRate.sample_rate
(int32): [Read-Write] The update rate at which we sample the animation data in the database. The higher the SampleRate the more refined your searches will be, but the more memory will be requiredskeletons
(Array[PoseSearchRoledSkeleton]): [Read-Write]