Question About Using a Single Long Animation Sequence for Motion Matching

Good to hear the information was useful. I wanted to follow up quickly since I talked with one of the dev team that’s currently working on integrating motion matching with an AI system. The only extra information they had, apart from having AI generate pathing data that doesn’t contain discontinuities in facing direction (and also acceleration which I didn’t mention previously), is about trajectory generation.

If you look in the Game Animation Sample (GASP), you’ll see that we have the Update_Trajectory function in ABP_SandboxCharacter. This generates the trajectory data that’s used by the motion matching system. In the case of GASP, we do most of the work to generate the trajectory data by calling into UPoseSearchTrajectoryLibrary::PoseSearchGenerateTransformTrajectory. If your AI system is using CMC, this wouldn’t change much for an AI implementation vs the player character implementation in GASP. But if you were using Mass for AI navigation, you would likely need to reimplement this functionality to generate the trajectory data with pathing/movement data taken from Mass. We also strongly recommend that this work be done entirely natively, and not in the anim blueprint event graph (it’s only shown in the event graph in GASP for simplicity).

I just wanted to mention that for completeness. Hope it helps.