Focused reference · Unreal Engine 5.8
Schema and database
Schema
Create via Content Browser -> Add -> Animation -> Motion Matching -> Pose Search Schema, then assign the character Skeleton. For basic locomotion begin with:
- Trajectory channel: a few past/future samples of position/facing/velocity that distinguish continue, start, stop, and turn intent.
- Pose channel: bones whose position/velocity distinguish phase and continuity, commonly feet for locomotion or hands for climbing.
Every channel and sample increases feature dimensionality and search work. Add one only when a recorded failure cannot be separated by existing features. Component stripping can ignore irrelevant axes; character-space values help localized motion comparisons.
Database
Create via Add -> Animation -> Motion Matching -> Pose Search Database and assign the Schema.
- Add compatible Sequences, Composites, or Blend Spaces needed for the bounded state.
- For documented locomotion, ensure clips contain root motion and Enable Root Motion is set.
- Trim/exclude unusable entry/exit ranges; preserve frames needed to blend.
- Use Pose Search notify states to block branch-in, exclude ranges, or bias specific intervals.
- Inspect every indexed clip in the database editor.
Partition by gameplay meaning—walk/run, stance, carried object, injury, traversal type—when only a subset is valid at once. A Normalization Set can compare related databases consistently; a Chooser can select the context-valid set at runtime.
Prefer PCAKDTree for an optimized search after verifying quality against Brute Force. VPTree is Experimental in UE 5.8. Higher principal-component counts can improve represented variance while increasing memory and cost; tune with evidence.