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Motion Matching Debugger

Runtime UE plugin for viewing Motion Matching and Blend Stack results on screen.

Runtime Motion Matching cost bars

What it shows

  • Motion Matching selected animation
  • Motion Matching database
  • Motion Matching total cost
  • PoseSearch schema/channel weight breakdown
  • Optional runtime cost-driver breakdown if the AnimBP exposes a query vector
  • PoseSearch Trace-based runtime cost breakdown when Rewind Debugger recording is active
  • Canvas overlay with real bar rendering for per-channel runtime costs
  • Blend Stack animation, start time, loop flag, blend time, and blend profile
  • Chooser/MM search cost
  • No-valid-animation state

Usage

  1. Enable the plugin in your project.
  2. Add MotionMatchingDebuggerComponent to the character or actor that owns the AnimInstance.
  3. Leave the default variable names unless your AnimBP uses different ones.
  4. For live runtime bars, keep Rewind Debugger recording active so PoseSearch Trace data is available.

Rewind Debugger

The editor module can keep Motion Matching cost bars visible while scrubbing a Rewind Debugger recording.

  1. Start PIE with Rewind Debugger recording enabled.
  2. Move the character so PoseSearch emits Motion Matching trace data.
  3. Stop or pause playback, then scrub the Rewind Debugger timeline.
  4. The viewport overlay shows the traced PoseSearch database, runtime cost-driver bars, trace pose index, trace time, and trace cost for the current scrub position.

This path reads PoseSearch Trace data directly in the editor, so the cost bars can remain visible even when the runtime component is no longer ticking during Rewind Debugger timeline inspection.

Defaults

  • CurrentSelectedAnim
  • CurrentSelectedDatabase
  • CurrentSelectedIsMirrored
  • CurrentSelectedBlendParameters
  • CurrentQueryVector
  • MM Search Cost
  • BlendStackInputs
  • Search Cost
  • NoValidAnim

Notes

The component uses reflection for AnimBP variables, then reads the selected UPoseSearchDatabase schema to show the effective runtime channel weights. If CurrentQueryVector is not present, the overlay falls back to schema weights unless PoseSearch Trace is available, in which case the editor module reads the latest trace QueryVector and selected pose index to build the live runtime bars.

About

Unreal Engine runtime debugger for Motion Matching selections and Blend Stack playback inputs.

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