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When developing Unreal Engine projects for multiple platforms, you can control the Animation Budget Allocator's settings on a per-platform basis. |
In most cases, it is recommended to set the cvar inputs to the system from the scalability settings for the specific platforms that you are targeting. |
For example, you can add a DefaultScalability.ini file to set the budget for the Animation Budget Allocator's target budget, based on the View Distance Quality setting: |
You can then override these values within the platform specific scalability settings. |
For more information about creating profiles for specific platforms see the Customizing Device Profiles and Scalability for Android for an example of building a profile for android devices. |
You can access the C++ files for Animation Budget Allocator within your project Engine installation folder under: |
Engine\Plugins\Runtime\AnimationBudgetAllocator\Source\AnimationBudgetAllocator\Public\ |
Here you can reference the IAnimationBudgetAllocator.h file: |
Set Up the Animation Budget Allocator |
Using the Animation Budget Allocator |
Animation Budget Allocator C++ API |
Additional Console Commands |
Platform Scaling |
Initial Tick |
You can use the Initial Tick to observe the initial tick stats when the budget allocator is activated. Using this category you can observe the initial tick's Inclusive Average, Inclusive Max, Exclusive Average and Exclusive Max times in milliseconds (ms). |
Demand |
Here you can observe the demand the Budget Allocator is being operated with. You can observe the Average, Maximum (Max) and Minimum (Min) number of objects that the Budget Allocator is processing. |
Num Registered Components |
Here you can observe the number of registered skeletal mesh components the Budget Allocator is processing, including the multiple skeletal mesh components that comprise modular characters. You can observe the Average, Maximum (Max) and Minimum (Min) number of skeletal mesh objects. |
Throttled |
Here you can observe the number of throttled skeletal mesh objects the Budget Allocator is optimizing. You can observe the Average, Maximum (Max) and Minimum (Min) number of skeletal mesh objects. |
Num Ticked Components |
Here you can observe the number of skeletal mesh objects the Budget Allocator is optimizing per tick. You can observe the Average, Maximum (Max) and Minimum (Min) number of skeletal mesh objects. |
Budget |
Here you can observe the number of skeletal mesh objects the Budget Allocator is able to optimize per tick. You can observe the Average, Maximum (Max) and Minimum (Min) number of skeletal mesh objects. |
Interpolated |
Here you can observe the number of skeletal mesh objects the Budget Allocator is choosing to interpolate rather than render actual animation frames. You can observe the Average, Maximum (Max) and Minimum (Min) number of skeletal mesh objects. |
SmoothedBudgetPressure |
Here you can observe the Budget Allocator's smoothing budget pressure, or the amount of pressure to choose interpolation over animation frame selection. |
Always Tick |
Here you can observe the Always Tick's status, and fall off times. Always Tick bypasses the budget allocators processing to allow the mesh to always update its animation data. |
Average Work Units (ms) |
Here you can observe the time each process cycle takes to complete in milliseconds (ms). You can observe the Average, Maximum (Max) and Minimum (Min) clock times. |
a.Budget.BudgetFactorBeforeAggressiveReducedWork |
Range > 1, Default = 2.0 |
Reduced work will be applied more rapidly when budget pressure goes over this amount. |
a.Budget.BudgetFactorBeforeReduceWork |
Range > 1, Default = 1.5 |
Reduced work will be delayed until budget pressure goes over this amount. |
a.Budget.BudgetFactorBeforeReducedWorkEpsilon |
Range > 0.0, Default = 0.25 |
Increased work will be delayed until budget pressure goes under a.Budget.BudgetFactorBeforeReducedWork's value minus this command's value. |
a.Budget.BudgetMs |
Values > 0.1, Default = 1.0 |
The time in milliseconds that we allocate for Skeletal Mesh work to be performed. When over budget, various other console variables come into play, such as a.Budget.AlwaysTickFalloffAggression and a.Budget.InterpolationFalloffAggression. |
a.Budget.BudgetPressureSmoothingSpeed |
Range > 0.0, Default = 3.0 |
How much to smooth the budget pressure value that is used to throttle reduced work. |
a.Budget.Debug.Enabled |
Values: 0/1 |
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