get_pose_search_runtime_state
Diagnose null motion-matching chooser results by reading live PIE/Game actor AnimInstance, trajectory samples, pose history node, and optional database schema.
Instructions
Read-only report of the live motion-matching state on a PIE/Game actor (why a chooser returns null): its AnimInstance, its MotionTrajectory samples, whether a PoseSearchHistoryCollector node named pose_history_name exists, and (optionally) the target database's schema/channels.
Returns: { world_mode, actor_name, actor_resolved, actor_resolved_by, skeletal_mesh_component, anim_instance_class, pose_history_name, pose_history_found, trajectory:{found,component,property,sample_count,is_trajectory_empty,samples[]}, is_trajectory_empty, database?:{database_path,schema_path,schema_cardinality,channel_count,channels[],animation_asset_count}, note, world_name, world_package, world_type, net_mode, pie_instance }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Which world to resolve: absent (default) = prefer the live PIE/Game world, else the editor world | 'server' (the PIE world with authority -- what a server-driven character lives in) | 'client' | 'pie:N' | 'pie'/'game' force the live session (errors if none running) | 'editor' forces the editor world. | |
| actor_name | No | Actor name or label to inspect. Omitted = the first player controller's pawn (the locally-controlled character). | |
| database_path | No | Optional UPoseSearchDatabase asset path; when given, its schema_path/schema_cardinality/channels/animation_asset_count are included. | |
| pose_history_name | No | Tag of the PoseSearchHistoryCollector anim-graph node to look up on the AnimInstance (default 'PoseHistory'). A missing node is the usual reason a query builds an empty pose portion. | |
| max_trajectory_samples | No | Cap on emitted trajectory samples (<=0 = all; default 0). |