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Range [1, 255], Default = 4
Controls the max number of components that are switched to/from reduced work per tick.
a.Budget.ReducedWorkThrottleMinInFrames
Range [1, 255], Default = 2
Prevents reduced work from changing too often due to system and load noise. Min value used when over budget pressure (for example: aggressive reduction).
a.Budget.StateChangeThrottleInFrames
Range [1, 128], Default = 30
Prevents throttle values from changing too often due to system and load noise.
a.Budget.WorkUnitSmoothingSpeed
Values > 0.1, Default = 5.0
The speed at which the average work unit converges on the measured amount.
Code Example:
[ViewDistanceQuality@0] a.Budget.BudgetMs=1.0
Code Example:
[ViewDistanceQuality@1] a.Budget.BudgetMs=1.5
Code Example:
[ViewDistanceQuality@2] a.Budget.BudgetMs=2.0
Code Example:
[ViewDistanceQuality@3] a.Budget.BudgetMs=2.5
Code Example:
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once class USkeletalMeshComponentBudgeted; class UWorld; struct FAnimationBudgetAllocatorParameters; /** * Dynamically manages skeletal mesh component tick rates to try to maintain a specified budget. */ class IAnimationBudgetAllocator { public: /** Get the budgeter for the specified world */ static ANIMATIONBUDGETALLOCATOR_API IAnimationBudgetAllocator* Get(UWorld* InWorld); /** * Register a component with the budgeter system. If the component is already registered this function does nothing. * Once this is called: * - Default tick function will be disabled * - URO will be disabled * - Parallel anim tasks will be re-routed to the budgeter */ virtual void RegisterComponent(USkeletalMeshComponentBudgeted* InComponent) = 0; /** * Unregister a component from the budgeter system. If the component is not registered this function does nothing. * Once this is called: * - Default tick function will be re-enabled * - URO will be re-enabled * - Parallel anim tasks will be re-routed back to internal functions */ virtual void UnregisterComponent(USkeletalMeshComponentBudgeted* InComponent) = 0; /** * Update the prerequisites of this component. Should be called when prerequisites may have changed externally. */ virtual void UpdateComponentTickPrerequsites(USkeletalMeshComponentBudgeted* InComponent) = 0; /** * Set the significance and other flags for the specified component. * This information is used to dynamically control the tick rate of the component. */ virtual void SetComponentSignificance(USkeletalMeshComponentBudgeted* Component, float Significance, bool bNeverSkip = false, bool bTickEvenIfNotRendered = false, bool bAllowReducedWork = true, bool bForceInterpolate = false) = 0; /** Set the specified component to tick or not. If the budgeter is disabled then this calls Component->SetComponentTickEnabled(bShouldTick). */ virtual void SetComponentTickEnabled(USkeletalMeshComponentBudgeted* Component, bool bShouldTick) = 0; /** Get whether the specified component is set to tick or not */ virtual bool IsComponentTickEnabled(USkeletalMeshComponentBudgeted* Component) const = 0; /** Inform that we reduced work for a component */ virtual void SetIsRunningReducedWork(USkeletalMeshComponentBudgeted* Component, bool bInReducedWork) = 0; /** Set the tick time */ virtual void SetGameThreadLastTickTimeMs(int32 InManagerHandle, float InGameThreadLastTickTimeMs) = 0; /** Set the completion task time */ virtual void SetGameThreadLastCompletionTimeMs(int32 InManagerHandle, float InGameThreadLastCompletionTimeMs) = 0; /** Tick the system per-frame */ virtual void Update(float DeltaSeconds) = 0; /** Set whether this budget allocator is enabled */ virtual void SetEnabled(bool bInEnabled) = 0; /** Get whether this budget allocator is enabled */ virtual bool GetEnabled() const = 0; /** Set the various parameters */ virtual void SetParameters(const FAnimationBudgetAllocatorParameters& InParameters) = 0; };
Remarks
Here you can reference a list of the available console commands you can use when working with the Animation Budget Allocator, and a description of their functionality:
Activating the Virtual Scouting Tools
Virtual Scouting is compatible with the HTC Vive, HTC Vive Pro, Oculus Rift, and Oculus Rift S VR HMDs. See SteamVR Prerequisites and Oculus Prerequisites for connecting your headsets to Unreal Engine.
In this how-to guide, you will configure a project to enable access to the Virtual Scouting tools.
With your project open, select Edit > Plugins from the main menu.
From the Plugins menu, under Virtual Production, enable the Virtual Production Utilities plugin.
Restart the editor when prompted.
Select Edit > Project Settings from the main menu.
In Project Settings > Plugins > Virtual Production Editor > Virtual Production, set the Virtual Scouting User Interface to Virtual Scouting Widget.
If the Virtual Production Utilities plugin is enabled, but the Virtual Scouting User Interface is not set to VirtualScoutingWidget, it may affect VR Editor behavior. This will be resolved in a future release.
Select Edit > Editor Preferences from the main menu.
In General > VR Mode > Motion Controllers, set the Interactor Class to VirtualScoutingInteractor.
Select Edit > Editor Preferences from the main menu.
In Editor Preferences > General > VR Mode > Motion Controllers, set the Teleporter Class to VirtualScoutingTeleporter.
Select Edit > Editor Preferences from the main menu.
Select Edit > Editor Preferences from the main menu.
Enter VR Mode.
Steps
End Result
Remarks
Once you are inVR Mode, pressing the Menu button on your VR controller will make the Virtual Scouting panel appear, giving you access to the various Virtual Scouting tools. For more information about the individual tools, see theVirtual Scouting Overview.
Animation Notifies
Animation Notifications (Animation Notifies or just Notifies) provide a way for you to create repeatable events synchronized to Animation Sequences. These events can be sounds (such as footsteps for walk or run animations), spawning particles, and other types. Animation Notifies have any number of different uses, and the system can be extended with custom types.
This document provides an overview of the different types of Animation Notifies, how to create them, and how to use them in a variety of ways.
Animation Notifies are commonly accessed and created within Animation Sequences. To get started, open an Animation Sequence Asset, and locate the Notifies track in the timeline.
The Notifies track itself is a parent group for individual child tracks below, which contain the actual notify keyframes. By default, a single child track should exist (named 1). If no child tracks exist, or if you want to add extra notify tracks, click Add Track (+) > Add Notify Track on the Notifies track.
You can also insert or remove notify tracks by clicking the Add Track (+) dropdown menu on the child track itself and selecting either Insert Notify Track or Remove Notify Track.
To rename a Notify track, triple-click on the track text to enable text editing.