unreal.TrajectorySamplingData
¶
- class unreal.TrajectorySamplingData(history_length_seconds: float = 0.0, history_samples_per_second: int = 0, prediction_length_seconds: float = 0.0, prediction_samples_per_second: int = 0)¶
Bases:
StructBase
Trajectory Sampling Data
C++ Source:
Plugin: MotionTrajectory
Module: MotionTrajectory
File: MotionTrajectoryLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
history_length_seconds
(float): [Read-Write] This should generally match the longest history required by a Motion Matching Database in the project. Motion Matching will use extrapolation to generate samples if the history doesn’t contain enough samples.history_samples_per_second
(int32): [Read-Write] Higher values will cost more storage and processing time, but give higher accuracy.prediction_length_seconds
(float): [Read-Write] This should match the longest trajectory prediction required by a Motion Matching Database in the project. Motion Matching will use extrapolation to generate samples if the prediction doesn’t contain enough samples.prediction_samples_per_second
(int32): [Read-Write] Higher values will cost more storage and processing time, but give higher accuracy.
- property history_length_seconds: float¶
[Read-Only] This should generally match the longest history required by a Motion Matching Database in the project. Motion Matching will use extrapolation to generate samples if the history doesn’t contain enough samples.
- Type:
(float)
- property history_samples_per_second: int¶
[Read-Only] Higher values will cost more storage and processing time, but give higher accuracy.
- Type:
(int32)