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Controls whether to render the Animation Budget Allocator's debug graph in the viewport, in builds that it is supported.
a.Budget.Debug.Force
Values: 0/1
Enables overriding the budget settings on all meshes to specific values.
a.Budget.Debug.Force.Interp
Values: 0/1
Toggle interpolation, when a.Budget.Debug.Force is enabled. A value of 1 will enable interpolation, and a value of 0 will disable interpolation.
a.Budget.Debug.Force.Rate
Values: > 0
Overides the number of frames per animation tick, when a.Budget.Debug.Force is enabled. For example, a vaule of 5 means animations will be updated once every 5 frames.
a.Budget.BudgetMs
Values: > 0.0
Lowers the threshold for the budgeter to take effect on your animation system, when a.Budget.Debug.Force is enabled. For example, a value of 0.1 will greatly reduce the threshold of when the budgeter will take effect.
a.Budget.Debug.ShowAddresses
Values: 0/1
Controls whether the debug render also displays addresses of component data.
a.Budget.Enabled
Values: 0/1
Controls whether the Skeletal Mesh batching system is enabled. Should be set when there are no running Skeletal Meshes.
a.Budget.GBudgetPressureBeforeEmergencyReducedWork
Range: > 0.0, Default = 2.5
Controls the budget pressure where emergency reduced work (applied to all components except those that are bAlwaysTick).
a.Budget.InitialEstimatedWorkUnitTime
Values: > 0.0, Default = 0.08
Controls the time in milliseconds we expect, on average, for a Skeletal Mesh component to execute.The value only applies for the first tick of a component, after which we use the real time the tick takes.
a.Budget.InterpolationFalloffAggression
Range [0.1, 0.9], Default = 0.4
Controls the rate at which interpolated components falloff under load. Higher values mean that we reduce the number of interpolated components by a larger amount when the allocated time budget is exceeded. Components are only interpolated when the time budget is exceeded.
a.Budget.InterpolationMaxRate
Values > 1, Default = 6
Controls the rate at which ticks happen when interpolating.
a.Budget.InterpolationTickMultiplier
Range [0.1, 0.9], Default = 0.75
Controls the expected value an amortized interpolated tick will take compared to a 'normal' tick.
a.Budget.MaxInterpolatedComponents
Range >= 0, Default = 16
Max number of components to interpolate before we start throttling.
a.Budget.MaxTickedOffsreen
Values >= 1, Default = 4
The maximum number of off screen components we tick (most significant first).
a.Budget.MaxTickRate
Values >= 1, Default = 10
The maximum tick rate we allow. If this is set then we can potentially go over budget but keep the quality of individual meshes to a reasonable level.
a.Budget.MinQuality
Values [0.0, 1.0], Default = 0.0
The minimum quality metric allowed. Quality is determined simply by NumComponentsTickingThisFrame / NumComponentsThatWeNeedToTick. If this is anything other than 0.0 then we can potentially go over our time budget.
a.Budget.ReducedWorkThrottleMaxInFrames
Range [1, 255], Default = 20
Prevents reduced work from changing too often due to system and load noise. Max value used when under budget pressure.
a.Budget.ReducedWorkThrottleMaxPerFrame