description:
Process any remaining block of text that was previously sent to Update. If there are no blocks remaining, the FinalizeHandlingFunction may not be called.
Success if the data could be successfully processed, or Failure otherwise.

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Finalize ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FBlockHandlerFunctionSignature](API\Plugins\PlatformCryptoTypes\FAESBlockEncryptionHelper\FBlockHandlerFun-) > & FinalizeHandlingFunction, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutDataBuffer, int32 & OutBytesWritten )


description:
Add text to potentialy be processed by the UpdateHandlingFunction. If there is not enough text, the UpdateHandlingFunction may not be called.
Success if the data could be successfully processed, or Failure otherwise.

module: PlatformCryptoTypes

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Update ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > InDataBuffer, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FBlockHandlerFunctionSignature](API\Plugins\PlatformCryptoTypes\FAESBlockEncryptionHelper\FBlockHandlerFun-) > & UpdateHandlingFunction, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutDataBuffer, int32 & OutBytesWritten )


code: FAESBlockEncryptionHelper ( const int32 BlockSize )


className: FAESBlockEncryptionHelper

description: Helper class to ensure that only multiples of block-size get passed into our Encrypt/Decrypt functions. This class will hold onto the last-full or partial block until another call to Update or Finalize happens.

code: class FAESBlockEncryptionHelper

BlockSize

description: The size of a complete block of data

LeftoverDataBuffer

type: TArray< uint8 >

description: A buffer to store data waiting to be encrypted/decrypted


description:
Finalizes decryption of data previously passed in Update. If data was not aligned to blocksize, this will write the final chunk of data including any padding.
Success if input was valid and the final block was decrypted successfully, or Failure otherwise

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Finalize ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutPlaintext, int32 & OutPlaintextBytesWritten )


description:
Get the required size in bytes for the GenerateAuthTag call's OutAuthTag buffer
The minimum amount of space required to successfully call GetAuthTag with

code: int32 GetCipherAuthTagSizeBytes() const


description:
Get the block size of the decryption cipher for this object. It is best when input data is a multiple of this.
Block size for our cipher

code: int32 GetCipherBlockSizeBytes() const


description:
Get the initialization vector size of the decryption cipher for this object.
Block size for our cipher


description:
Get the name of the decryption cipher for this object
Name of our cipher


description:
Get the minimum required out-data size for the finalize call
The minimum amount of space required to successfully call Finalize with


description:
Get the minimum required out-data size for a particular Ciphertext value
The minimum amount of space required to successfully call Update with

code: int32 GetUpdateBufferSizeBytes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Ciphertext ) const


description:
Resets block cipher. This allows to reuse decryption cipher with the same key for different stream with different InitializationVector.
Success if cipher was reset successfully, or Failure otherwise

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Reset ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > InitializationVector )


description: For ciphers that require authentication tags, you must call this function to set the AuthTag for the encrypted data before you may call Finalize.

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) SetAuthTag ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > AuthTag )


description:
Decrypt one or more blocks of data. OutPlaintext must be at least size of the result of GetUpdateBufferSizeBytes, or it will fail. If Ciphertext is less than the size of a block, OutPlaintext may or may not be modified until more data is provided in a future call to Update.
Success if all input was valid and was decrypted successfully, or Failure otherwise

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Update ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Ciphertext, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutPlaintext, int32 & OutPlaintextBytesWritten )


code: virtual ~IPlatformCryptoDecryptor()


className: IPlatformCryptoDecryptor

description: Encrypted ciphertext should be fed into one or more calls to Update, and then Finalize should be called. It is invalid to call Update after Finalize has been called.

code: class IPlatformCryptoDecryptor


description:
Finalizes encryption of data previously passed in Update. If data was not aligned to blocksize, this will write the final chunk of data including any padding.
Success if input was valid and the final block was encrypted successfully, or Failure otherwise

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Finalize ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutCiphertext, int32 & OutCiphertextBytesWritten )


description: For ciphers that support authentication tags, you may call this function to retreive the AuthTag after Finalize is called successfully. This will fail for ciphers that do not support AuthTags.

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) GenerateAuthTag ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutAuthTag, int32 & OutAuthTagBytesWritten ) const


description:
Get the block size of the encryption cipher for this object. It is best when input data is a multiple of this.
Block size for our cipher


description:
Get the name of the encryption cipher for this object
Name of our cipher


description:
Get the initialization vector size of the encryption cipher for this object.
Block size for our cipher


description:
Get the amount of bytes required to safely store the OutCipherText buffer of a call to Finalize
The minimum amount of space required to successfully call Finalize with


description:
Get the amount of bytes required to safely store the output of a call to Update for a particular Plaintext value
The minimum amount of space required to successfully call Update with

code: int32 GetUpdateBufferSizeBytes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Plaintext ) const


description:
Resets block cipher. This allows to reuse encryption cipher with the same key for different stream with different InitializationVector.
Success if cipher was reset successfully, or Failure otherwise


description:
Encrypt one or more blocks of data. OutCiphertext must be at least size of the result of GetUpdateBufferSizeBytes, or it will fail. If Plaintext is less than the size of a block, OutCiphertext may or may not be modified until more data is provided in a future call to Update.
Success if all input was valid and was encrypted successfully, or Failure otherwise

code: [EPlatformCryptoResult](API\Plugins\PlatformCryptoTypes\EPlatformCryptoResult) Update ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Plaintext, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > OutCiphertext, int32 & OutCiphertextBytesWritten )


code: virtual ~IPlatformCryptoEncryptor()


className: IPlatformCryptoEncryptor

description: Plaintext should be fed into one or more calls to Update, and then Finalize should be called. It is invalid to call Update after Finalize has been called.

code: class IPlatformCryptoEncryptor


description: Constructor

module: PlayTimeLimit

code: FOnlinePlayLimitConfigEntry ( int32 InTimeStartMinutes, int32 InNotificationRateMinutes, float InRewardRate )


className: FOnlinePlayLimitConfigEntry

description: Configuration

code: struct FOnlinePlayLimitConfigEntry

NotificationRateMinutes

description: Number of minutes between notifications to the user about their play time

RewardRate

type: float

description: Reward rate at this limit

TimeStartMinutes

description: Number of minutes the user must play before this is effective


description: Dump state to log

code: void DumpState()


className: FOnGameExitRequested

description: Delegate called when a game exit is requested

code: typedef TMulticastDelegate_NoParams< void > FOnGameExitRequested


className: FOnGameExitRequestedDelegate


description:
Get the singleton
Singleton instance

code: static [FPlayTimeLimitImpl](API\Plugins\PlayTimeLimit\FPlayTimeLimitImpl) & Get()


description:
Get the config entry that corresponds to the number of minutes played
the entry corresponding to the number of minutes played

code: const [FOnlinePlayLimitConfigEntry](API\Plugins\PlayTimeLimit\FOnlinePlayLimitConfigEntry) * GetConfigEntry ( const int32 PlayTimeMinutes ) const


description:
Get the play time in minutes for the user
the play time in minutes for the user

code: virtual int32 GetPlayTimeMinutes ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UserId )


description:
Get the reward amount multiplier for the user Expected to start at 1.0 (full rewards), and is reduced based on their play time
the reward amount multiplier

code: virtual float GetRewardRate ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UserId )


description: Delegate called when a warning should be displayed to the user. See FWarnUserPlayTimeDelegate

code: virtual [FWarnUserPlayTime](API\Plugins\OnlineSubsystem\Interfaces\FWarnUserPlayTime) & GetWarnUserPlayTimeDelegate()


description: BeginIOnlinePlayTimeLimit.

code: virtual bool HasTimeLimit ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UserId )


description: Initialize

code: void Initialize()


description: Override a user's play time For testing the system without needing to potentially wait hours - waiting to accumulate time and waiting for the time to reset

code: void MockUser ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UserId, const bool bHasTimeLimit, const double CurrentPlayTimeMinutes )


description: Cheat function to trigger the notification to players of their play time immediately

code: void NotifyNow()


className: OnRequestCreateUserDelegate

code: typedef TBaseDelegate_OneParam< [FPlayTimeLimitUserRawPtr](API\Plugins\PlayTimeLimit\FPlayTimeLimitUserRawPtr), const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & > OnRequestCreateUserDelegate


description: UnregisterUser

code: void RegisterUser ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & NewUser )


description: Shutdown

code: void Shutdown()


description: Tick - update users and execute warn time delegates

code: bool Tick ( float Delta )


description: RegisterUser

code: void UnregisterUser ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UserId )


description: Update the next notification time for a user based on their current play time

code: void UpdateNextNotificationTime ( [FPlayTimeLimitUser](API\Plugins\PlayTimeLimit\FPlayTimeLimitUser) & User, const int32 PlayTimeMinutes ) const


description: Default constructor

code: FPlayTimeLimitImpl()


description: Not copyable.

code: FPlayTimeLimitImpl &40; const FPlayTimeLimitImpl & Other &41;


description: Destructor

code: virtual ~FPlayTimeLimitImpl()


className: FPlayTimeLimitImpl

description: Implementation ofIOnlinePlayTimeLimit

code: class FPlayTimeLimitImpl : public [IOnlinePlayTimeLimit](API\Plugins\OnlineSubsystem\Interfaces\IOnlinePlayTimeLimit)

ConfigRates

type: TArray<FOnline...

description: Configuration to control notification rate at different levels of play time

LastTickLogicTime

type: double

description: Last time we performed tick logic

OnGameExitRequestedDelegate

type: FOnGameExitRequ...

description: Delegate used to request a game exit

OnRequestCreateUser

type: OnRequestCreate...

TickHandle

description: Delegate for callbacks to Tick

Users

type: TArray<FPlayTi...

description: List of users we are monitoring

WarnUserPlayTimeDelegate

type: FWarnUserPlayTi...

description: Delegate used to display a warning to the user about their play time


description: FSelfRegisteringExec.

code: virtual bool Exec_Runtime ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FPlayTimeLimitModule](API\Plugins\PlayTimeLimit\FPlayTimeLimitModule) & Get()


className: FPlayTimeLimitModule

description: Module for reducing rewards based on play time

code: class FPlayTimeLimitModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)


description: Clear override dialog text

code: virtual void ClearDialogOverrideText()


description:
Get the last known reward rate
the last known reward rate

code: float GetLastKnownRewardRate() const


description:
Get the next time we are scheduled to send the user a notification This is for the periodic notification; if the reward rate changes we will immediately display a notification
the time (compared toFPlatformTime::Seconds()) for the next notification, or empty if this user should not receive periodic notifications

code: [TOptional](API\Runtime\Core\IO\TOptional)< double > GetNextNotificationTime() const


description:
Get the number of minutes this user has played
number of minutes this user has played

code: int32 GetPlayTimeMinutes() const


description:
Get the current reward rate
the current reward rate

code: float GetRewardRate() const


description:
Get the user's unique id
the user's unique id

code: FUniqueNetIdRef GetUserId() const


description:
Check if the user has a play time limit
if this user has a play time limit

code: bool HasTimeLimit() const


description: Tick

code: virtual void Tick()


description: GetNextNotificationTime

code: virtual void SetNextNotificationTime ( const [TOptional](API\Runtime\Core\IO\TOptional)< double > & InNextNotificationTime )


description: Constructor

code: FPlayTimeLimitUser ( const FUniqueNetIdRef & InUserId )


description: Destructor

code: virtual ~FPlayTimeLimitUser()


className: FPlayTimeLimitUser

description: Information about a user we are observing the play time and instituting limits for

code: class FPlayTimeLimitUser : public [TSharedFromThis< FPlayTimeLimitUser, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

LastKnownRewardRate

description: Last known reward rate so we can alert on changes

NextNotificationTime

type: TOptional< doub...

description: Time for the next notification (or empty for no notification)

OverrideButtonText

type: FString

UserId

type: FUniqueNetIdRef

description: The user id


code: virtual int32 GetPlayTimeMinutes() const


code: virtual float GetRewardRate() const


description: Set the last known reward rate

code: void SetLastKnownRewardRate ( float InLastKnownRewardRate )


code: virtual bool HasTimeLimit() const


code: FPlayTimeLimitUserMock ( const FUniqueNetIdRef & InUserId, const bool bInHasTimeLimit, const double InPlayTimeMinutes )


className: FPlayTimeLimitUserMock

description: Mock implementation ofFPlayTimeLimitUser

code: class FPlayTimeLimitUserMock : public [FPlayTimeLimitUser](API\Plugins\PlayTimeLimit\FPlayTimeLimitUser)

bHasTimeLimit

type: const bool

description: Do the time limits apply to the user?

PlayTimeMinutesStart

type: const double

description: Override time played. Effective time played is PlayTimeMinutesStart + (Now - TimeOverrideSet)

TimeOverrideSet

description: The time this override was set.


className: FPlayTimeLimitUserPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPlayTimeLimitUser](API\Plugins\PlayTimeLimit\FPlayTimeLimitUser), ESPMode::ThreadSafe > FPlayTimeLimitUserPtr


className: FPlayTimeLimitUserRawPtr

code: typedef [FPlayTimeLimitUser](API\Plugins\PlayTimeLimit\FPlayTimeLimitUser) * FPlayTimeLimitUserRawPtr


className: FOnLaunchReferenceViewer

module: PluginBrowser

code: typedef TBaseDelegate_OneParam< void, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > > FOnLaunchReferenceViewer


code: static [IPluginBrowser](API\Plugins\PluginBrowser\IPluginBrowser) & Get()


code: static bool IsAvailable()


description: Allows another module that supplies the plugin reference viewer to launch when requested.


description:
Allows other modules to spawn the new plugin interface with their own definition
A shared reference to the dock tab where the new plugin widget is created.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > SpawnPluginCreatorTab ( const class [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & SpawnTabArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPluginWizardDefinition](API\Plugins\PluginBrowser\IPluginWizardDefinition) > PluginWizardDefinition )


className: IPluginBrowser

description: The public interface to this module

code: class IPluginBrowser : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IPluginsEditorFeature](API\Editor\UnrealEd\Features\IPluginsEditorFeature)


description: Returns true if the wizard for this definition can show on startup

code: bool CanShowOnStartup() const


description: Clears the template selection

code: void ClearTemplateSelection()


description: Returns a custom header widget for the new plugin wizard, if desired.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomHeaderWidget()


description: Gets the folders for the current template selection

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFoldersForSelection() const


description: Gets the instructions to be shown when creating a new plugin


description: Gets the folder path of the current template selection


description: Gets the icon path for the current template selection. Returns true if the plugin requires a default icon

code: bool GetPluginIconPath ( [FString](API\Runtime\Core\Containers\FString) & OutIconPath ) const


description: Gets the LoadingPhase for the plugin based on the selection


description: Gets the ModuleDescriptor for the plugin based on the selection


description: Returns the currently selected template


description: Gets the state of the 'Show on Startup' checkbox. Only used if the definition allows for game mod plugins


description: Gets the icon path for the specified template. Returns true if it requires a default icon

code: bool GetTemplateIconPath ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > InTemplate, [FString](API\Runtime\Core\Containers\FString) & OutIconPath ) const


description: Returns the plugin templates available to this definition

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > > & GetTemplatesSource() const


description: Returns true if the selected template will generate code

code: bool HasModules() const


description: Returns true if the plugin is a mod

code: bool IsMod() const


description: Callback for when the 'Show on Startup' checkbox changes in the plugin wizard. Only used if the definition allows for game mod plugins

code: void OnShowOnStartupCheckboxChanged ( ECheckBoxState CheckBoxState )


description: Returns true if the definition has a valid template selection

code: bool HasValidTemplateSelection() const


description: Changes the selection internally to match the supplied items

code: void OnTemplateSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > InSelectedItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Called when a plugin is created, with a bool indicating whether creation was actually successful.

code: void PluginCreated ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, bool bWasSuccessful ) const


code: virtual ~IPluginWizardDefinition()


className: IPluginWizardDefinition

code: class IPluginWizardDefinition : public [TSharedFromThis< IPluginWizardDefinition >](API\Runtime\Core\Templates\TSharedFromThis)


module: PluginReferenceViewer

code: static [FPluginReferenceViewerModule](API\Plugins\PluginReferenceViewer\FPluginReferenceViewerModule) & Get()


code: void OpenPluginReferenceViewerUI ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > & Plugin )


className: PluginReferenceViewerTabName

code: static const [FName](API\Runtime\Core\UObject\FName) PluginReferenceViewerTabName = TEXT("PluginReferenceViewer");


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FPluginReferenceViewerModule

code: class FPluginReferenceViewerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Adds a directory to the list of paths that are recursively searched for plugins, if that directory isn't already under the search paths.
Whether the plugin search path was modified

module: PluginUtils

code: static bool AddToPluginSearchPathIfNeeded ( const [FString](API\Runtime\Core\Containers\FString) & Dir, bool bRefreshPlugins, bool bUpdateProjectFile )


description:
Will fail if the plugin already exists
The newly created plugin. If something goes wrong during the creation process, the plugin folder gets deleted and null is returned.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > CreateAndLoadNewPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FNewPluginParamsWithDescriptor](API\Plugins\PluginUtils\FPluginUtils\FNewPluginParamsWithDescriptor) & CreationParams, [FLoadPluginParams](API\Plugins\PluginUtils\FPluginUtils\FLoadPluginParams) & LoadParams )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > CreateAndLoadNewPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FNewPluginParams](API\Plugins\PluginUtils\FPluginUtils\FNewPluginParams) & CreationParams, [FLoadPluginParams](API\Plugins\PluginUtils\FPluginUtils\FLoadPluginParams) & LoadParams )


code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > CreateAndMountNewPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FNewPluginParams](API\Plugins\PluginUtils\FPluginUtils\FNewPluginParams) & CreationParams, const [FMountPluginParams](API\Plugins\PluginUtils\FPluginUtils\FMountPluginParams) & MountParams, [FText](API\Runtime\Core\Internationalization\FText) & FailReason )


description: Finds a loaded plugin from a plugin descriptor file path

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > FindLoadedPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginDescriptorFileName )


code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > CreateAndMountNewPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FNewPluginParamsWithDescriptor](API\Plugins\PluginUtils\FPluginUtils\FNewPluginParamsWithDescriptor) & CreationParams, const [FMountPluginParams](API\Plugins\PluginUtils\FPluginUtils\FMountPluginParams) & MountParams, [FText](API\Runtime\Core\Internationalization\FText) & FailReason )


className: FLoadPluginParams

description: Parameters for loading/mounting a plugin

code: struct FLoadPluginParams

bEnablePluginInProject

type: bool

description: Whether to enable the plugin in the current project config

bOutAlreadyLoaded

description: Outputs whether the plugin was already loaded

bSelectInContentBrowser

description: Whether to select the plugin Content folder (if any) in the content browser

bSynchronousAssetsScan

description: Whether to synchronously scan all assets in the plugin

bUpdateProjectPluginSearchPath

description: Whether to update the project additional plugin directories (persistently saved in uproject file) if the plugin location is not under the engine or project plugin folder

OutFailReason

type: FText*

description: Outputs the reason the plugin loading failed (if applicable)


className: FMountPluginParams

description: Parameters for mounting a plugin.

code: struct FMountPluginParams

bEnablePluginInProject

description: Whether to enable the plugin in the current project config.

bSelectInContentBrowser

description: Whether to select the plugin Content folder (if any) in the content browser.

bUpdateProjectPluginSearchPath

description: Whether to update the project additional plugin directories (persistently saved in uproject file) if the plugin location is not under the engine or project plugin folder.


className: FNewPluginParams

description: Parameters for creating a new plugin.

code: struct FNewPluginParams

bCanContainContent

description: Can this plugin contain content

bCanContainVerse

description: Can this plugin contain Verse

bEnableVerseAssetReflection

description: If to generate Verse source code definitions from assets contained in this plugin

bExplicitelyLoaded

description: When true, this plugin's modules will not be loaded automatically nor will it's content be mounted automatically.

bHasModules

description: Does this plugin have Source files?

bIsBetaVersion

description: Marks this content as being in beta

CreatedBy

description: The author of this plugin

CreatedByURL

description: Hyperlink for the author's website

Description

description: A description for this plugin

EnabledByDefault

type: EPluginEnabledB...

description: Whether this plugin should be enabled/disabled by default for any project.

FriendlyName

description: A friendly name for this plugin. Set to the plugin name by default

LoadingPhase

description: If this plugin has Source, when should the module be loaded (may need to be earlier than default if used in blueprints)

ModuleDescriptorType

description: If this plugin has Source, what is the type of Source included (so it can potentially be excluded in the right builds)

PluginIconPath

description: Path to plugin icon to copy in the plugin resources folder

TemplateFolders

type: TArray<FString...

description: Folders containing template files to copy into the plugin folder (Required if bHasModules).

VersePath

description: The Verse path to the root of this plugin's content directory


className: FNewPluginParamsWithDescriptor

description: Parameters for creating a new plugin.

code: struct FNewPluginParamsWithDescriptor

Descriptor

type: FPluginDescript...

description: The description of the plugin

TemplateFolders

description: Folders containing template files to copy into the plugin folder (Required if Descriptor.Modules is not empty).


description: Returns the plugin Content folder.

code: static [FString](API\Runtime\Core\Containers\FString) GetPluginContentFolder ( const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FString](API\Runtime\Core\Containers\FString) & PluginName, bool bFullPath )


description: Returns the uplugin file path.

code: static [FString](API\Runtime\Core\Containers\FString) GetPluginFilePath ( const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FString](API\Runtime\Core\Containers\FString) & PluginName, bool bFullPath )


description: Returns the plugin folder.

code: static [FString](API\Runtime\Core\Containers\FString) GetPluginFolder ( const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FString](API\Runtime\Core\Containers\FString) & PluginName, bool bFullPath )


description: Returns the plugin Resources folder.

code: static [FString](API\Runtime\Core\Containers\FString) GetPluginResourcesFolder ( const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FString](API\Runtime\Core\Containers\FString) & PluginName, bool bFullPath )


description: Returns whether the specified plugin name is valid, regardless of whether it's already used

code: static bool IsValidPluginName ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, [FText](API\Runtime\Core\Internationalization\FText) * FailReason, const [FText](API\Runtime\Core\Internationalization\FText) * PluginTermReplacement )


description:
Load/mount the specified plugin
The loaded plugin or null on failure

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > LoadPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginFileName )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > LoadPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > LoadPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginFileName, [FLoadPluginParams](API\Plugins\PluginUtils\FPluginUtils\FLoadPluginParams) & LoadParams )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > LoadPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, [FLoadPluginParams](API\Plugins\PluginUtils\FPluginUtils\FLoadPluginParams) & LoadParams )


description:
Load/mount the specified plugin.
The mounted plugin or null on failure

code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > MountPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, const [FMountPluginParams](API\Plugins\PluginUtils\FPluginUtils\FMountPluginParams) & MountParams, [FText](API\Runtime\Core\Internationalization\FText) & FailReason )


description:
Dirty assets that need to be saved will be unloaded anyway
Whether the plugin was successfully unloaded

code: static bool UnloadPlugin ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > & Plugin, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPlugin ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


description:
Dirty assets that need to be saved will be unloaded anyway
Whether plugin assets were successfully unloaded

code: static bool UnloadPluginAssets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > & Plugin, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPluginAssets ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


description:
Dirty assets that need to be saved will be unloaded anyway
Whether all plugins were successfully unloaded

code: static bool UnloadPlugins ( const TConstArrayView< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) >> Plugins, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPlugins ( const TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > PluginNames, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPluginsAssets ( const TConstArrayView< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) >> Plugins, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPluginsAssets ( const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & PluginNames, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool UnloadPluginsAssets ( const TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > PluginNames, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


description: Validate that the plugin name is valid, that the name isn't already used by a registered plugin and optionally that there isn't an unregistered plugin with that name that exists at the specified location.

code: static bool ValidateNewPluginNameAndLocation ( const [FString](API\Runtime\Core\Containers\FString) & PluginName, const [FString](API\Runtime\Core\Containers\FString) & PluginLocation, [FText](API\Runtime\Core\Internationalization\FText) * FailReason )


className: FPluginUtils

code: class FPluginUtils


description: Empties the point cloud

module: PointCloud

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void ClearPointCloud()


description: Determines which points are within the box and returns those to the caller

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetPointsInBox ( const FBox & WorldSpaceBox ) const


description: Determines which points are outside the box and returns those to the caller

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetPointsOutsideBox ( const FBox & WorldSpaceBox ) const


description: Changes the visibility setting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void SetIsVisible ( bool bNewVisibility )


description: Updates the point cloud data with the new set of points

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void SetPointCloud ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points )


description: Updates the point cloud data with the new set of points and colors

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void SetPointCloudWithColors ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & Colors )


description: Allows you to change the size of the points being rendered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void SetPointSize ( float Size )


description: Allows you to change the color of the points being rendered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Point Cloud") void SetPointColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


code: UPointCloudComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPointCloudComponent

description: Component for rendering a point cloud

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, LOD), Meta=(BlueprintSpawnableComponent), ClassGroup=PointCloud) class UPointCloudComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

bIsVisible

description: If true, each tick the component will render its point cloud

PointCloud

type: TArray< FVector...

description: Point cloud data that will be used for rendering, assumes each point is in world space

PointCloudMaterial

type: TObjectPtr<UMa...

description: The material to render with

PointCloudUpdateInterval

type: float

PointColor

type: FLinearColor

description: The color to render the points with

PointColors

type: TArray<FColor...

description: Point cloud color data that will be used for rendering

PointSize

description: The size of the point when rendering

SpriteTexture

type: TObjectPtr<UTe...

description: An optional sprite texture to render the point with


className: EComponentStrippingVector

module: PoseSearch

code: enum EComponentStrippingVector { None, StripXY, StripZ, }


className: EInputQueryPose

code: enum EInputQueryPose { UseCharacterPose, UseContinuingPose, UseInterpolatedContinuingPose, }


className: EPermutationTimeType

description: This enumeration controls the channel sampling time: for example if a channel specifies a bone and an origin bone (used to generate the reference system of the features associated to the bone), bone and origin bone will be evaluated at potentially different times:

code: enum EPermutationTimeType { UseSampleTime, UsePermutationTime, UseSampleToPermutationTime, }


className: EPoseSearchDataPreprocessor

code: enum EPoseSearchDataPreprocessor { None, Normalize, NormalizeOnlyByDeviation, Num, Invalid = Num, }


className: EPoseSearchMirrorOption

code: enum EPoseSearchMirrorOption { UnmirroredOnly, MirroredOnly, UnmirroredAndMirrored, Num, Invalid = Num, }


className: EPoseSearchMode

code: enum EPoseSearchMode { BruteForce, PCAKDTree, PCAKDTree_Validate, PCAKDTree_Compare, Num, Invalid = Num, }


description: Extracts pose for this asset at a given Time.

code: void ExtractPose ( float Time, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose ) const


description: Extracts pose for this asset for a given context.

code: void ExtractPose ( const [FAnimExtractContext](API\Runtime\Engine\Animation\FAnimExtractContext) & ExtractionCtx, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimPoseData ) const


description: Extracts notify states inheriting fromUAnimNotifyState_PoseSearchBasepresent in the sequence at Time. The function does not empty NotifyStates before adding new notifies!

code: void ExtractPoseSearchNotifyStates ( float Time, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimNotifyState_PoseSearchBase](API\Plugins\PoseSearch\PoseSearch\UAnimNotifyState_PoseSearchBase) * > & NotifyStates ) const


description: Extracts root transform at the given time, using the extremities of the sequence to extrapolate beyond the sequence limits when Time is less than zero or greater than the sequence length.

code: FTransform ExtractRootTransform ( float Time ) const


code: const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAsset() const


code: static float GetPlayLength ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, const FVector & BlendParameters )


description: Gets the final root transformation at the end of the asset's playback time.


code: void Init ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAnimationAsset, const FVector & InBlendParameters, int32 InRootTransformSamplingRate )


code: void Process ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer )


code: float ToNormalizedTime ( float RealTime ) const


code: float ToRealTime ( float NormalizedTime ) const


code: FAnimationAssetSampler ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAnimationAsset, const FVector & InBlendParameters, int32 InRootTransformSamplingRate )


className: FAnimationAssetSampler

description: Helper for sampling data from animation assets

code: struct FAnimationAssetSampler

AccumulatedRootTransform

type: TArray< FTransf...

AnimationAsset

type: TObjectPtr< con...

BlendParameters

type: FVector

description: Members used to sample blend spaces only!

ExtractionInterval

type: const float


description: Update method for the asset player, to be implemented by derived classes

code: virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


AnimationAsset

type: TObjectPtr<UAn...

description: Requested animation to play

AnimationTime

description: Requested animation time. If negative, the animation will play from the beginning uninterrupted

BlendOption

type: EAlphaBlendOpti...

BlendParameters

description: Requested blend space blend parameters (if AnimationAsset is a blend space)

BlendProfile

type: TObjectPtr<UBl...

BlendTime

description: Tunable animation transition blend time

bLoop

description: Requested AnimationAsset looping

bMirrored

description: Requested AnimationAsset mirroring

MaxActiveBlends

description: Number of max active blending animation in the blend stack. If MaxActiveBlends is zero then blend stack is disabled.

MaxAnimationDeltaTime

description: If AnimationTime and MaxAnimationDeltaTime are positive and the currently playing animation total time differs more than MaxAnimationDeltaTime from AnimationTime (animation desynchronized from the requested time) the blend stack will force a blend into the same animation

MirrorDataTable

type: TObjectPtr<UMi...

description: If set and bMirrored MirrorDataTable will be used for mirroring the aniamtion

RootBoneBlendTime

description: Time in seconds to blend out to the new pose root bone. Negative values would imply RootBoneBlendTime is equal to BlendTime.

WantedPlayRate

description: Requested animation play rate


code: void BlendTo ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, float AccumulatedTime, bool bLoop, bool bMirrored, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable, int32 MaxActiveBlends, float BlendTime, float RootBoneBlendTime, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * BlendProfile, EAlphaBlendOption BlendOption, FVector BlendParameters, float PlayRate )


description: Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

code: virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Called to gather on-screen debug data. This is called on the game thread.

code: virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


code: virtual float GetAccumulatedTime() const


description: Ignore the continuing pose on the next update and force a search.

code: void ForceInterruptNextUpdate()


description: Reset the effects of SetDatabaseToSearch/SetDatabasesToSearch and use the Database property on this node.

code: void ResetDatabasesToSearch ( bool bInForceInterrupt )


description: Search InDatabase instead of the Database property on this node. Use bForceInterruptIfNew to ignore the continuing pose if InDatabase is new.

code: void SetDatabaseToSearch ( [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * InDatabase, bool bForceInterruptIfNew )


description: Search InDatabases instead of the Database property on the node. Use bForceInterruptIfNew to ignore the continuing pose if InDatabases is new.

code: void SetDatabasesToSearch ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * > & InDatabases, bool bForceInterruptIfNew )


code: void UpdatePlayRate ( float PlayRate )


description: Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

code: virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )


description: Called to evaluate component-space bone transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

code: virtual void EvaluateComponentSpace_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output )


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

code: virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


description: Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.

code: virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


code: const [UE::PoseSearch::FPoseHistory](API\Plugins\PoseSearch\PoseSearch\FPoseHistory) & GetPoseHistory() const


CollectedBones

type: TArray<FBoneRe...

PoseCount

description: The maximum amount of poses that can be stored.

PoseDuration

description: The time horizon for how long a pose will be stored in seconds.


code: void AssignWorkingData ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > InOutFeatureVectorTable, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPoseMetadata](API\Plugins\PoseSearch\PoseSearch\FPoseMetadata) > InOutPoseMetadata )


code: float CalculateSampleTime ( int32 SampleIdx ) const


className: FStats

code: struct FStats


code: int32 GetBeginSampleIdx() const


code: int32 GetNumIndexedPoses() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > GetPoseVector ( int32 SampleIdx ) const


code: FVector GetSamplePosition ( float SampleTimeOffset, int32 SampleIdx, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: FQuat GetSampleRotation ( float SampleTimeOffset, int32 SampleIdx, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: FVector GetSampleVelocity ( float SampleTimeOffset, int32 SampleIdx, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, bool bUseCharacterSpaceVelocities, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * GetSchema() const


code: const [FStats](API\Plugins\PoseSearch\PoseSearch\FAssetIndexer\FStats) & GetStats() const


code: void Process ( int32 AssetIdx )


code: FAssetIndexer ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const [FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & InSearchIndexAsset, const FAssetSamplingContext & InSamplingContext, const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) & InSchema, const [FAnimationAssetSampler](API\Plugins\PoseSearch\PoseSearch\FAnimationAssetSampler) & InAssetSampler )


className: FAssetIndexer

code: class FAssetIndexer


code: static bool RequestAsyncBuildIndex ( const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * Database, [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Flag )


className: Mutex

code: static FCriticalSection Mutex;


className: FAsyncPoseSearchDatabasesManagement

description: No destructors are accessible with public or protected access.

code: class FAsyncPoseSearchDatabasesManagement : public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject), public [FTickableCookObject](API\Editor\UnrealEd\FTickableCookObject), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: FBoneToTransformMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< FBoneIndexType, [FComponentSpaceTransformIndex](API\Plugins\PoseSearch\PoseSearch\FComponentSpaceTransformIndex) > FBoneToTransformMap


className: FBoneToTransformPair

code: typedef TPair< FBoneIndexType, [FComponentSpaceTransformIndex](API\Plugins\PoseSearch\PoseSearch\FComponentSpaceTransformIndex) > FBoneToTransformPair


code: FCachedTransform ( float InSampleTime, FBoneIndexType InBoneIndexType, const FTransformType & InTransform )


className: FCachedTransform

code: template<typename FTransformType> struct FCachedTransform

BoneIndexType

type: FBoneIndexType

Transform

type: FTransformType

description: Associated transform to BoneIndexType in ComponentSpace (except for the root bone stored in global space)


code: void Add ( float SampleTime, FBoneIndexType BoneIndexType, const FTransformType & Transform )


code: const [FCachedTransform](API\Plugins\PoseSearch\PoseSearch\FCachedTransform)< FTransformType > * Find ( float SampleTime, FBoneIndexType BoneIndexType ) const


className: FCachedTransforms

code: template<typename FTransformType> struct FCachedTransforms


code: void DrawCentripetalCatmullRomSpline ( TConstArrayView< FVector > Points, TConstArrayView< [FColor](API\Runtime\Core\Math\FColor) > Colors, float Alpha, int32 NumSamplesPerSegment, float Thickness ) const


code: void DrawCircle ( const FMatrix & TransformMatrix, float Radius, int32 Segments, const [FColor](API\Runtime\Core\Math\FColor) & Color, float Thickness ) const


code: void DrawFeatureVector ( TConstArrayView< float > PoseVector )


code: void DrawFeatureVector ( int32 PoseIdx )


code: void DrawLine ( const FVector & LineStart, const FVector & LineEnd, const [FColor](API\Runtime\Core\Math\FColor) & Color, float Thickness ) const


code: void DrawPoint ( const FVector & Position, const [FColor](API\Runtime\Core\Math\FColor) & Color, float Thickness ) const


code: FVector ExtractPosition ( TConstArrayView< float > PoseVector, const UPoseSearchFeatureChannel_Position * Position ) const


code: FVector ExtractPosition ( TConstArrayView< float > PoseVector, float SampleTimeOffset, int8 SchemaBoneIdx, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType ) const


code: const FTransform & GetRootTransform() const


code: const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * GetSchema() const


code: const [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) * GetSearchIndex() const


code: FDebugDrawParams ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy, const FTransform & InRootMotionTransform, const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * InDatabase, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) InFlags )


code: FDebugDrawParams ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMesh, const FTransform & InRootMotionTransform, const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * InDatabase, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) InFlags )


className: FDebugDrawParams

code: struct FDebugDrawParams


code: void AddFuturePose ( float SecondsInTheFuture, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & ComponentSpacePose, const FTransform & ComponentTransform )


code: void DebugDraw ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & AnimInstanceProxy ) const


code: virtual bool GetComponentSpaceTransformAtTime ( float Time, FBoneIndexType BoneIndexType, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * BoneIndexSkeleton, FTransform & OutBoneTransform, bool bExtrapolate ) const


code: virtual void GetRootTransformAtTime ( float Time, FTransform & OutRootTransform, bool bExtrapolate ) const


code: virtual float GetSampleTimeInterval() const


code: void Init ( const [FPoseHistory](API\Plugins\PoseSearch\PoseSearch\FPoseHistory) * InPoseHistory )


className: FExtendedPoseHistory

code: struct FExtendedPoseHistory : public [UE::PoseSearch::IPoseHistory](API\Plugins\PoseSearch\PoseSearch\IPoseHistory)


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > EditValues()


code: TConstArrayView< float > GetValues() const


code: FFeatureVectorBuilder ( const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema )


className: FFeatureVectorBuilder

description: Float buffer of features according to aUPoseSearchSchemalayout.FFeatureVectorBuilderis used to build search queries at runtime and for adding samples during search index construction.

code: struct FFeatureVectorBuilder


code: static void Copy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Values, int32 DataOffset, int32 DataCardinality, TConstArrayView< float > OriginValues )


code: static FVector DecodeVector ( TConstArrayView< float > Values, int32 DataOffset, [EComponentStrippingVector](API\Plugins\PoseSearch\PoseSearch\EComponentStrippingVector) ComponentStrippingVector )


code: static float DecodeFloat ( TConstArrayView< float > Values, int32 DataOffset )


code: static void EncodeFloat ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Values, int32 DataOffset, const float Value )


code: static FVector2D DecodeVector2D ( TConstArrayView< float > Values, int32 DataOffset )


code: static void EncodeVector ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Values, int32 DataOffset, const FVector & Vector, [EComponentStrippingVector](API\Plugins\PoseSearch\PoseSearch\EComponentStrippingVector) ComponentStrippingVector )


code: static int32 GetVectorCardinality ( [EComponentStrippingVector](API\Plugins\PoseSearch\PoseSearch\EComponentStrippingVector) ComponentStrippingVector )


code: static void EncodeVector2D ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Values, int32 DataOffset, const FVector2D & Vector2D )


code: bool operator== ( const [FHistoricalPoseIndex](API\Plugins\PoseSearch\PoseSearch\FHistoricalPoseIndex) & Index ) const


className: FFeatureVectorHelper

description: Helper class for extracting and encoding features into a float buffer

code: class FFeatureVectorHelper


className: FHistoricalPoseIndex

code: struct FHistoricalPoseIndex

DatabaseKey

type: FObjectKey


description: Must return the number of data points.


code: void Construct ( int32 Count, int32 Dim, const float * Data, int32 MaxLeafSize )


description: Optional bounding-box computation: return false to default to a standard bbox computation loop. Return true if the BBOX was already computed by the class and returned in "bb" so it can be avoided to redo it again. Look at bb.size() to find out the expected dimensionality (e.g. 2 or 3 for point clouds)

code: template<class BBOX> bool kdtree_get_bbox &40; BBOX & &41; const


description: This method is called by nanoflann::findNeighbors -> nanoflann::searchLevel, so it has to be as fast as possible

code: float kdtree_get_pt &40; const size_t idx, const size_t dim &41; const


code: FDataSource & operator&61; &40; const FDataSource & Other &41;


code: FDataSource & operator&61; &40; FDataSource && Other &41;


code: FDataSource &40; const FDataSource & Other &41;


code: FDataSource &40; FDataSource && Other &41;


code: FDataSource &40; int32 pointCount, int32 pointDim, const float &42; data &41;


className: FDataSource

code: struct FDataSource

Data

type: const float ...


code: bool FindNeighbors ( [KNNResultSet](API\Plugins\PoseSearch\PoseSearch\FKDTree\KNNResultSet) & Result, const float * Query ) const


code: SIZE_T GetAllocatedSize() const


code: bool addPoint &40; float dist, size_t index &41;


code: KNNResultSet &40; size_t InNumNeighbors, TArrayView< size_t > InIndexes, TArrayView< float > InDistances, TConstArrayView< size_t > InExcludeFromSearchIndexes &41;


className: KNNResultSet

code: struct KNNResultSet


code: [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) & operator= ( const [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) & Other )


code: [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) & operator= ( [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) && Other )


code: FKDTree ( const [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) & Other )


code: FKDTree ( [FKDTree](API\Plugins\PoseSearch\PoseSearch\FKDTree) && Other )


code: FKDTree ( int32 Count, int32 Dim, const float * Data, int32 MaxLeafSize )


className: FKDTree

code: struct FKDTree

DataSource

type: FDataSource

Impl

type: FKDTreeImplemen...


description: To keep the key generation lightweight, we hash only the full names for these types

code: bool AddNameOnly ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


className: ExcludeFromHashName

code: static const [FName](API\Runtime\Core\UObject\FName) ExcludeFromHashName = FName(TEXT("ExcludeFromHash"));


description: This is overridden for the specific Archive Types

code: virtual [FString](API\Runtime\Core\Containers\FString) GetArchiveName() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & GetDependencies() const


description:
This operator can be implemented by sub-classes that wish to serializeFNameinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FName](API\Runtime\Core\UObject\FName) & Value )


className: NeverInHashName

description: Public name, available to the world. Names are stored as a combination of an index into a table of unique strings and an instance number. Names are case-insensitive, but case-preserving (when WITH_CASE_PRESERVING_NAME is 1)

code: static const [FName](API\Runtime\Core\UObject\FName) NeverInHashName = FName(TEXT("NeverInHash"));


description:
This operator can be implemented by sub-classes that wish to serializeUObjectinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


description: Attempts to set the current offset into backing data storage, this will do nothing if there is no storage.

code: virtual void Seek ( int64 InPos )


code: virtual void Serialize ( void * Data, int64 Length )


description: Checks whether the archive wants to skip the property independent of the other flags

code: virtual bool ShouldSkipProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: FKeyBuilder ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bUseDataVer )


className: FKeyBuilder

code: class FKeyBuilder : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)

bAnyAssetNotReady

type: bool

description: True if some dependent assets are not ready (fully loaded)

Hasher

type: HashBuilderType

ObjectBeingSerialized

type: constUObject&...

description: Object currently being serialized.

ObjectsAlreadySerialized

type: TSet< constUOb...

description: Set of objects that have already been serialized.


className: FMotionMatchingAnimNodeReference


description: Attempts to set the internal state to match the provided asset time including updating the internal DbPoseIdx. If the provided asset time is out of bounds for the currently playing asset then this function will reset the state back to the default state.

code: void AdjustAssetTime ( float AssetTime )


description: Internally stores the 'jump' to a new pose/sequence index and asset time for evaluation.

code: void JumpToPose ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, const [UE::PoseSearch::FSearchResult](API\Plugins\PoseSearch\PoseSearch\FSearchResult) & Result, int32 MaxActiveBlends, float BlendTime )


code: void UpdateRootBoneControl ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, float YawFromAnimationBlendRate )


description: Reset the state to a default state using the current Database.

code: void Reset ( const FTransform & ComponentTransform )


code: void UpdateWantedPlayRate ( const [UE::PoseSearch::FSearchContext](API\Plugins\PoseSearch\PoseSearch\FSearchContext) & SearchContext, const [FFloatInterval](API\Runtime\Core\Math\FFloatInterval) & PlayRate, float TrajectorySpeedMultiplier )


className: FMotionMatchingState

AnimationDeltaYaw

type: float

description: RootMotionTransformDelta yaw at the end of FAnimNode_MotionMatching::Evaluate_AnyThread (it represents the previous frame animation delta yaw)

bJumpedToPose

description: True if a new animation has been selected

ComponentDeltaYaw

description: Component delta yaw (also considered as root bone delta yaw)

ComponentWorldYaw

description: Internal component yaw in world space. Initialized as FRotator(AnimInstanceProxy->GetComponentTransform().GetRotation()).Yaw, but then integrated by ComponentDeltaYaw.

ElapsedPoseSearchTime

description: Time since the last pose jump.

WantedPlayRate

description: Wanted PlayRate to have the selected animation playing at the estimated requested speed from the query.


code: void DebugDraw ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) & AnimInstanceProxy ) const


code: const [FBoneToTransformMap](API\Plugins\PoseSearch\PoseSearch\FBoneToTransformMap) & GetBoneToTransformMap() const


code: virtual bool GetComponentSpaceTransformAtTime ( float Time, FBoneIndexType BoneIndexType, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * BoneIndexSkeleton, FTransform & OutBoneTransform, bool bExtrapolate ) const


code: const [FPoseHistoryEntries](API\Plugins\PoseSearch\PoseSearch\FPoseHistoryEntries) & GetEntries() const


code: FBoneIndexType GetRemappedBoneIndexType ( FBoneIndexType BoneIndexType, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * BoneIndexSkeleton ) const


code: virtual void GetRootTransformAtTime ( float Time, FTransform & OutRootTransform, bool bExtrapolate ) const


code: virtual float GetSampleTimeInterval() const


code: void Init ( int32 InNumPoses, float InTimeHorizon, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & RequiredBones )


code: void Update ( float InTime, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & ComponentSpacePose, const FTransform & ComponentTransform, const [FBoneToTransformMap](API\Plugins\PoseSearch\PoseSearch\FBoneToTransformMap) & BoneToTransformMap )


className: FPoseHistoryEntries

code: typedef [TRingBuffer](API\Runtime\Core\Containers\TRingBuffer)< [FPoseHistoryEntry](API\Plugins\PoseSearch\PoseSearch\FPoseHistoryEntry) > FPoseHistoryEntries


className: FPoseHistory

code: struct FPoseHistory : public [UE::PoseSearch::IPoseHistory](API\Plugins\PoseSearch\PoseSearch\IPoseHistory)


className: FPoseHistoryEntry

code: struct FPoseHistoryEntry

ComponentSpaceTransforms

type: TArray< FTransf...

RootTransform

type: FTransform


className: FPoseHistoryFutureEntries

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FPoseHistoryEntry](API\Plugins\PoseSearch\PoseSearch\FPoseHistoryEntry) > FPoseHistoryFutureEntries


code: void Update ( float SecondsElapsed, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & ComponentSpacePose, const FTransform & ComponentTransform )


code: void Update ( const [FSearchResult](API\Plugins\PoseSearch\PoseSearch\FSearchResult) & SearchResult, float DeltaTime, float MaxTime )


className: FPoseIndicesHistory

code: struct FPoseIndicesHistory

IndexToTime

type: TMap<FHistoric...


code: void Init ( uint32 AssetIndex, bool bBlockTransition, float InCostAddend )


code: bool IsBlockTransition() const


className: FPoseMetadata

description: This is kept for each pose in the search index along side the feature vector values and is used to influence the search.

code: struct FPoseMetadata


code: void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


code: float GetAccumulatedTime() const


code: const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


code: float GetBlendInPercentage() const


code: bool GetBlendInWeights ( [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights ) const


code: FVector GetBlendParameters() const


code: float GetCurrentBlendInTime() const


code: float GetTotalBlendInTime() const


code: void Initialize ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, float AccumulatedTime, bool bLoop, bool bMirrored, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorDataTable, float BlendTime, float RootBoneBlendTime, const [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * BlendProfile, EAlphaBlendOption InBlendOption, FVector BlendParameters, float PlayRate )


code: void RestorePoseContext ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & PoseContext ) const


code: void UpdatePlayRate ( float PlayRate )


code: void StorePoseContext ( const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & PoseContext )


code: void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, float BlendWeight )


className: FPoseSearchAnimPlayer

BlendOption

type: EAlphaBlendOpti...

BlendSpacePlayerNode

description: Embedded standalone player to play blend spaces.

MirrorNode

description: Embedded mirror node to handle mirroring if the pose search results in a mirrored sequence.

SequencePlayerNode

description: Embedded standalone player to play sequence.

StoredCurve

type: FBlendedHeapCur...

StoredPose

type: FCompactHeapPos...

description: If SequencePlayerNode.GetSequence() and BlendSpacePlayerNode.GetBlendSpace() are nullptr, instead of using SequencePlayerNode or BlendSpacePlayerNode (wrapped in MirrorNode), the outputFPoseContextwill be from StoredPose, StoredCurve, StoredAttributes

TotalBlendInTimePerBone

type: TCustomBoneInde...


code: bool operator< ( const [FPoseSearchCost](API\Plugins\PoseSearch\PoseSearch\FPoseSearchCost) & Other ) const


code: FPoseSearchCost ( float InDissimilarityCost, float InNotifyCostAddend, float InContinuingPoseCostAddend )


className: FPoseSearchCost

NotifyCostAddend

description: Contribution from ModifyCost anim notify.


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAnimationAssetStaticClass() const


code: virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


code: virtual [EPoseSearchMirrorOption](API\Plugins\PoseSearch\PoseSearch\EPoseSearchMirrorOption) GetMirrorOption() const


code: virtual const [FString](API\Runtime\Core\Containers\FString) GetName() const


description: [0, 0] represents the entire frame range of the original animation.

code: virtual [FFloatInterval](API\Runtime\Core\Math\FFloatInterval) GetSamplingRange() const


code: virtual bool IsEnabled() const


code: virtual bool IsLooping() const


code: virtual bool IsRootMotionEnabled() const


code: virtual void SetIsEnabled ( bool bInIsEnabled )


className: FPoseSearchDatabaseAnimationAssetBase


className: FPoseSearchDatabaseAnimComposite

description: An entry in aUPoseSearchDatabase.

AnimComposite

type: TObjectPtr<UAn...

bEnabled

description: This allows users to enable or exclude animations from this database. Useful for debugging.

MirrorOption

type: EPoseSearchMirr...

description: This allows users to set if this animation is original only (no mirrored data), original and mirrored, or only the mirrored version of this animation.

SamplingRange

type: FFloatInterval

description: It allows users to set a time range to an individual animation sequence in the database.


className: FPoseSearchDatabaseAnimMontage

description: An anim montage entry in aUPoseSearchDatabase.


code: FVector BlendParameterForSampleRanges ( int32 HorizontalBlendIndex, int32 VerticalBlendIndex ) const


code: void GetBlendSpaceParameterSampleRanges ( int32 & HorizontalBlendNum, int32 & VerticalBlendNum ) const


className: FPoseSearchDatabaseBlendSpace

description: An blend space entry in aUPoseSearchDatabase.

BlendParamX

description: BlendParams used to sample this BlendSpace.

BlendSpace

type: TObjectPtr<UBl...

bUseGridForSampling

description: When turned on, this will use the set grid samples of the blend space asset for sampling. This will override the Number of Horizontal/Vertical Samples.

bUseSingleSample

description: If true this BlendSpace will output a single segment in the database.

NumberOfHorizontalSamples

description: Sets the number of horizontal samples in the blend space to pull the animation data coverage from. The larger the samples the more the data, but also the more memory and performance it takes.

NumberOfVerticalSamples

description: Sets the number of vertical samples in the blend space to pull the animation data coverage from.The larger the samples the more the data, but also the more memory and performance it takes.


code: virtual ~FPoseSearchDatabaseSequence()


className: FPoseSearchDatabaseSequence

description: A sequence entry in aUPoseSearchDatabase.


SequenceEndInterval

description: Determines how much of the end of an animation segment is preserved for blending in seconds.

SequenceStartInterval

description: Determines how much of the start of an animation segment is preserved for blending in seconds.


code: void DebugDrawTrajectory ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: [FPoseSearchQueryTrajectorySample](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectorySample) GetSampleAtTime ( float Time, bool bExtrapolate ) const


className: FPoseSearchQueryTrajectory

Samples

type: TArray<FPoseSe...

description: This contains zero or more history samples, a current sample, and zero or more future predicted samples.


code: FTransform GetTransform() const


code: [FPoseSearchQueryTrajectorySample](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectorySample) Lerp ( const [FPoseSearchQueryTrajectorySample](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectorySample) & Other, float Alpha ) const


code: void SetTransform ( const FTransform & Transform )


className: FPoseSearchQueryTrajectorySample

Facing

type: FQuat

Position

type: FVector


code: const [FFeatureVectorBuilder](API\Plugins\PoseSearch\PoseSearch\FFeatureVectorBuilder) * GetCachedQuery ( const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema ) const


code: float GetCurrentBestTotalCost() const


code: const [FSearchResult](API\Plugins\PoseSearch\PoseSearch\FSearchResult) & GetCurrentResult() const


code: TConstArrayView< float > GetCurrentResultPoseVector() const


code: const [FFeatureVectorBuilder](API\Plugins\PoseSearch\PoseSearch\FFeatureVectorBuilder) & GetOrBuildQuery ( const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema )


code: const [FPoseIndicesHistory](API\Plugins\PoseSearch\PoseSearch\FPoseIndicesHistory) * GetPoseIndicesHistory() const


code: float GetPoseJumpThresholdTime() const


code: FTransform GetRootAtTime ( float Time, bool bUseHistoryRoot, bool bExtrapolate ) const


code: FVector GetSamplePosition ( float SampleTimeOffset, const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, bool bUseHistoryRoot, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: FQuat GetSampleRotation ( float SampleTimeOffset, const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, bool bUseHistoryRoot, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: FVector GetSampleVelocity ( float SampleTimeOffset, const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema, int8 SchemaSampleBoneIdx, int8 SchemaOriginBoneIdx, bool bUseCharacterSpaceVelocities, bool bUseHistoryRoot, [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType )


code: bool IsCurrentResultFromDatabase ( const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * Database ) const


code: bool IsTrajectoryValid() const


code: void UpdateCurrentBestCost ( const [FPoseSearchCost](API\Plugins\PoseSearch\PoseSearch\FPoseSearchCost) & PoseSearchCost )


code: FSearchContext ( const [FPoseSearchQueryTrajectory](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectory) * InTrajectory, const [IPoseHistory](API\Plugins\PoseSearch\PoseSearch\IPoseHistory) * InHistory, float InDesiredPermutationTimeOffset, const [FPoseIndicesHistory](API\Plugins\PoseSearch\PoseSearch\FPoseIndicesHistory) * InPoseIndicesHistory, const [FSearchResult](API\Plugins\PoseSearch\PoseSearch\FSearchResult) & InCurrentResult, float InPoseJumpThresholdTime, bool bInForceInterrupt )


className: FSearchContext

code: struct FSearchContext


code: [FPoseSearchCost](API\Plugins\PoseSearch\PoseSearch\FPoseSearchCost) CompareAlignedPoses ( int32 PoseIdx, float ContinuingPoseCostBias, TConstArrayView< float > PoseValues, TConstArrayView< float > QueryValues ) const


code: [FPoseSearchCost](API\Plugins\PoseSearch\PoseSearch\FPoseSearchCost) ComparePoses ( int32 PoseIdx, float ContinuingPoseCostBias, TConstArrayView< float > PoseValues, TConstArrayView< float > QueryValues ) const


code: TConstArrayView< float > GetPCAPoseValues ( int32 PoseIdx ) const


code: TConstArrayView< float > GetPoseValues ( int32 PoseIdx ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetPoseValuesSafe ( int32 PoseIdx ) const


code: TConstArrayView< float > GetReconstructedPoseValues ( int32 PoseIdx, [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > BufferUsedForReconstruction ) const


code: [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & operator= ( const [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & Other )


code: [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & operator= ( [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) && Other )


code: TConstArrayView< float > PCAProject ( TConstArrayView< float > PoseValues, [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > BufferUsedForProjection ) const


code: FSearchIndex ( const [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & Other )


code: FSearchIndex ( [FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) && Other )


className: FSearchIndex

description: A search index for animation poses. The structure of the search index is determined by itsUPoseSearchSchema. May represent a single animation (see UPoseSearchSequenceMetaData) or a collection (seeUPoseSearchDatabase).

code: struct FSearchIndex : public [UE::PoseSearch::FSearchIndexBase](API\Plugins\PoseSearch\PoseSearch\FSearchIndexBase)

KDTree

type: FKDTree

Mean

type: TAlignedArray< ...

WeightsSqrt

description: We store weights square roots to reduce numerical errors when CompareFeatureVectors ((VA - VB) * VW).square().sum() instead of ((VA - VB).square() * VW).sum() since (VA - VB).square() could lead to big numbers, and VW being multiplied by the variance of the dataset


code: int32 GetBeginSampleIdx() const


code: float GetFirstSampleTime ( int32 SchemaSampleRate ) const


code: float GetLastSampleTime ( int32 SchemaSampleRate ) const


code: int32 GetPoseIndexFromTime ( float Time, bool bIsLooping, int32 SchemaSampleRate ) const


code: float GetTimeFromPoseIndex ( int32 PoseIdx, int32 SchemaSampleRate ) const


code: bool IsPoseInRange ( int32 PoseIdx ) const


className: FSearchIndexAsset

description: Information about a source animation asset used by a search index. Some source animation entries may generate multipleFSearchIndexAssetentries.

code: struct FSearchIndexAsset

bMirrored

type: bool

SourceAssetIdx

description: Indexof the source asset in search index's container (i.e.UPoseSearchDatabase)


code: const [FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & GetAssetForPose ( int32 PoseIdx ) const


code: const [FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) * GetAssetForPoseSafe ( int32 PoseIdx ) const


code: FSearchIndexAsset ( int32 InSourceAssetIdx, int32 InFirstPoseIdx, bool bInMirrored, const [FFloatInterval](API\Runtime\Core\Math\FFloatInterval) & InSamplingInterval, int32 SchemaSampleRate, int32 InPermutationIdx, FVector InBlendParameters )


code: bool IsValidPoseIndex ( int32 PoseIdx ) const


className: FSearchIndexBase

description: Case class forFSearchIndex. building block used to gather data for data mining and calculate weights, pca, kdtree stuff

code: struct FSearchIndexBase

MinCostAddend

type: float

description: Minimum of the database metadata CostAddend: it represents the minimum cost of any search for the associated database (we'll skip the search in case the search result total cost is already less than MinCostAddend)

Stats

type: FSearchStats


code: bool CanAdvance ( float DeltaTime ) const


code: const [FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) * GetSearchIndexAsset ( bool bMandatory ) const


description: Attempts to set the internal state to match the provided asset time including updating the internal DbPoseIdx. If the provided asset time is out of bounds for the currently playing asset then this function will reset the state back to the default state.

code: void Update ( float NewAssetTime )


className: FSearchResult

code: struct FSearchResult

Database

type: TObjectPtr< con...

PoseCost

type: FPoseSearchCost

description: Best cost of the currently selected PoseIdx (it could be equal to ContinuingPoseCost)


className: FSearchStats

code: struct FSearchStats


code: bool GetComponentSpaceTransformAtTime ( float Time, FBoneIndexType BoneIndexType, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * BoneIndexSkeleton, FTransform & OutBoneTransform, bool bExtrapolate ) const


code: void GetRootTransformAtTime ( float Time, FTransform & OutRootTransform, bool bExtrapolate ) const


code: float GetSampleTimeInterval() const


className: IPoseHistory

code: struct IPoseHistory


code: const [IPoseHistory](API\Plugins\PoseSearch\PoseSearch\IPoseHistory) & GetPoseHistory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeName() const


className: TypeName

code: static const [FName](API\Runtime\Core\UObject\FName) TypeName = TEXT("UE::PoseSearch::IPoseHistoryProvider");


className: IPoseHistoryProvider

code: class IPoseHistoryProvider : public [UE::Anim::IGraphMessage](API\Runtime\Engine\Animation\IGraphMessage)


description: If true this filter will be evaluated

code: virtual bool IsFilterActive() const


description: If it returns false the pose candidate will be discarded

code: virtual bool IsFilterValid ( TConstArrayView< float > PoseValues, TConstArrayView< float > QueryValues, int32 PoseIdx, const [UE::PoseSearch::FPoseMetadata](API\Plugins\PoseSearch\PoseSearch\FPoseMetadata) & Metadata ) const


className: IPoseSearchFilter

code: class IPoseSearchFilter


className: operator<<

code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FPoseSearchQueryTrajectorySample](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectorySample) & TrajectorySample )


code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FPoseSearchQueryTrajectory](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectory) & Trajectory )


className: PreallocatedCachedQueriesNum

code: static PreallocatedCachedQueriesNum = 8;


className: RootBoneIndexType

code: static RootBoneIndexType = 0;


className: RootSchemaBoneIdx

code: static RootSchemaBoneIdx = 0;


className: TAlignedArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< ElementType, [TAlignedHeapAllocator](API\Runtime\Core\Containers\TAlignedHeapAllocator)< [TAlignOf](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__TAlignOf)< ElementType >()>> TAlignedArray


className: TStackAlignedArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< ElementType, [TMemStackAllocator](API\Runtime\Core\Misc\TMemStackAllocator)< [TAlignOf](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__TAlignOf)< ElementType >()>> TStackAlignedArray


description: Base class for pose search anim notify states.


description: Pose matching cost for the continuing pose will be affected by this, making the animation segment more or less likely to be continuing playing based on the notify parameters

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(DisplayName="Pose Matching: Override Continuing Pose Cost Bias")) class UAnimNotifyState_PoseSearchOverrideContinuingPoseCostBias : public [UAnimNotifyState_PoseSearchBase](API\Plugins\PoseSearch\PoseSearch\UAnimNotifyState_PoseSearchBase)

CostAddend

description: A negative value reduces the cost and makes the segment more likely to continuing playing.


description: A pose matching search will not return results that overlap this notify, but the animation segment can still play if a previous search result advances into it.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(DisplayName="Pose Matching: Block Transition")) class UAnimNotifyState_PoseSearchBlockTransition : public [UAnimNotifyState_PoseSearchBase](API\Plugins\PoseSearch\PoseSearch\UAnimNotifyState_PoseSearchBase)


description: Use this notify state to remove animation segments from the database completely, they will never play or return from a search result

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(DisplayName="Pose Matching: Exclude From Database")) class UAnimNotifyState_PoseSearchExcludeFromDatabase : public [UAnimNotifyState_PoseSearchBase](API\Plugins\PoseSearch\PoseSearch\UAnimNotifyState_PoseSearchBase)


description: Pose matching cost will be affected by this, making the animation segment more or less likely to be selected based on the notify parameters

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(DisplayName="Pose Matching: Override Base Cost Bias")) class UAnimNotifyState_PoseSearchModifyCost : public [UAnimNotifyState_PoseSearchBase](API\Plugins\PoseSearch\PoseSearch\UAnimNotifyState_PoseSearchBase)

description: A negative value reduces the cost and makes the segment more likely to be chosen.


description: Restore static analysis warnings.

code: namespace UE { namespace PoseSearch { enum EDebugDrawFlags { None = 0, DrawQuery = 1 << 1, } } }


description: Restore static analysis warnings.

code: namespace UE { namespace PoseSearch { enum EPoseCandidateFlags { None = 0, Valid_Pose = 1 << 0, Valid_ContinuingPose = 1 << 1, Valid_CurrentPose = 1 << 2, AnyValidMask = Valid_Pose | Valid_ContinuingPose | Valid_CurrentPose, DiscardedBy_PoseJumpThresholdTime = 1 << 3, DiscardedBy_PoseReselectHistory = 1 << 4, DiscardedBy_BlockTransition = 1 << 5, DiscardedBy_PoseFilter = 1 << 6, DiscardedBy_Search = 1 << 7, AnyDiscardedMask = DiscardedBy_PoseJumpThresholdTime | DiscardedBy_PoseReselectHistory | DiscardedBy_BlockTransition | DiscardedBy_PoseFilter | DiscardedBy_Search, } } }


description: Restore static analysis warnings.

code: namespace UE { namespace PoseSearch { enum ERequestAsyncBuildFlag { NewRequest = 1 << 0, ContinueRequest = 1 << 1, WaitForCompletion = 1 << 2, } } }


code: namespace UE { namespace PoseSearch { [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) & UE::PoseSearch::operator&= ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) & Lhs, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) & UE::PoseSearch::operator&= ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) & Lhs, [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) & UE::PoseSearch::operator&= ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) & Lhs, [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) & UE::PoseSearch::operator^= ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) & Lhs, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) & UE::PoseSearch::operator^= ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) & Lhs, [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) & UE::PoseSearch::operator^= ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) & Lhs, [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) UE::PoseSearch::operator& ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Lhs, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) UE::PoseSearch::operator& ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Lhs, [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) UE::PoseSearch::operator& ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Lhs, [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) UE::PoseSearch::operator^ ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Lhs, [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) UE::PoseSearch::operator^ ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Lhs, [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) UE::PoseSearch::operator^ ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Lhs, [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr bool UE::PoseSearch::operator! ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) E ) } }


code: namespace UE { namespace PoseSearch { constexpr bool UE::PoseSearch::operator! ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr bool UE::PoseSearch::operator! ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) UE::PoseSearch::operator~ ( [EDebugDrawFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EDebugDrawFlags) E ) } }


code: namespace UE { namespace PoseSearch { constexpr [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) UE::PoseSearch::operator~ ( [EPoseCandidateFlags](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__EPoseCandidateFl-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) UE::PoseSearch::operator~ ( [ERequestAsyncBuildFlag](API\Plugins\PoseSearch\PoseSearch\UE__PoseSearch__ERequestAsyncBui-) E ) } }


code: namespace UE { namespace PoseSearch { template<typename ElementType> constexpr int32 UE::PoseSearch::TAlignOf() } }


code: namespace UE { namespace PoseSearch { constexpr int32 UE::PoseSearch::TMax ( int32 A, int32 B ) } }


description: Get a motion matching node context from an anim node context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|MotionMatching", Meta=(BlueprintThreadSafe, ExpandEnumAsExecs="Result")) static [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) ConvertToMotionMatchingNode ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )


description: Get a motion matching node context from an anim node context (pure)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Animation|MotionMatching", Meta=(BlueprintThreadSafe, DisplayName="Convert to Motion Matching Node")) static void ConvertToMotionMatchingNodePure ( const [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) & Node, [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) & MotionMatchingNode, bool & Result )


description: Ignore the continuing pose (the current clip that's playing) and force a new search.

code: static void ForceInterruptNextUpdate ( const [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) & MotionMatchingNode )


description: Clear the effects of SetDatabaseToSearch/SetDatabasesToSearch and resume searching the Database property on the motion matching node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|MotionMatching", Meta=(BlueprintThreadSafe)) static void ResetDatabasesToSearch ( const [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) & MotionMatchingNode, bool bForceInterrupt )


description: Set the database to search on the motion matching node. This overrides the Database property on the motion matching node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|MotionMatching", Meta=(BlueprintThreadSafe)) static void SetDatabaseToSearch ( const [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) & MotionMatchingNode, [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * Database, bool bForceInterruptIfNew )


className: UMotionMatchingAnimNodeLibrary

description: Exposes operations that can be run on a Motion Matching node via Anim Node Functions such as "On Become Relevant" and "On Update".


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: FOnDerivedDataRebuildMulticaster

code: typedef TMulticastDelegate_NoParams< void > FOnDerivedDataRebuildMulticaster


code: const [FPoseSearchDatabaseAnimationAssetBase](API\Plugins\PoseSearch\PoseSearch\FPoseSearchDatabaseAnimationAsse-) * GetAnimationAssetBase ( int32 AnimationAssetIndex ) const


code: const [FPoseSearchDatabaseAnimationAssetBase](API\Plugins\PoseSearch\PoseSearch\FPoseSearchDatabaseAnimationAsse-) * GetAnimationAssetBase ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|MotionMatching", Meta=(BlueprintThreadSafe)) static void SetDatabasesToSearch ( const [FMotionMatchingAnimNodeReference](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingAnimNodeReference) & MotionMatchingNode, const [TArray](API\Runtime\Core\Containers\TArray)< [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * > & Databases, bool bForceInterruptIfNew )


code: const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & GetAnimationAssetStruct ( int32 AnimationAssetIndex ) const


code: const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & GetAnimationAssetStruct ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset ) const


code: [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & GetMutableAnimationAssetStruct ( int32 AnimationAssetIndex )


code: [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & GetMutableAnimationAssetStruct ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset )


code: [FPoseSearchDatabaseAnimationAssetBase](API\Plugins\PoseSearch\PoseSearch\FPoseSearchDatabaseAnimationAsse-) * GetMutableAnimationAssetBase ( int32 AnimationAssetIndex )


code: [FPoseSearchDatabaseAnimationAssetBase](API\Plugins\PoseSearch\PoseSearch\FPoseSearchDatabaseAnimationAsse-) * GetMutableAnimationAssetBase ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset )


code: float GetNormalizedAssetTime ( int32 PoseIdx ) const


code: int32 GetPoseIndexFromTime ( float AssetTime, const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset ) const


code: float GetRealAssetTime ( int32 PoseIdx ) const


code: const [UE::PoseSearch::FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & GetSearchIndex() const


code: bool GetSkipSearchIfPossible() const


code: const [FString](API\Runtime\Core\Containers\FString) GetSourceAssetName ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset ) const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: const bool IsSourceAssetLooping ( const [UE::PoseSearch::FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) & SearchIndexAsset ) const


code: void NotifyDerivedDataRebuild() const


description: BeginUObject.

code: virtual void PostLoad()


description: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


code: void RegisterOnDerivedDataRebuild ( const [FOnDerivedDataRebuild](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase\FOnDerivedDataRebuild) & Delegate )