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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 |
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