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If enabled, bone transform tracks will be imported. If disabled, all bone transform tracks will be discarded. It can be useful to discard bone transform tracks when working with curves-only animations.
Set Material Curve Type
When enabled, this property sets Material Curve Types for all custom attributes.
Material Curve Suffixes
Here you can manually set Material Curve Types for the custom attributes. This property has no effect if Set Material Curve Type is enabled.
Remove Redundant Keys
When enabled and importing custom attributes as curves, this property will remove unnecessary keys.
Delete Existing Morph Target Curves
If enabled, this property will delete any existing Morph Target curves.
Do not Import Curve with Zero
When enabled, any present curves with a value of 0 will be removed in order to avoid adding extra curves to evaluate.
Preserve Local Transform
If enabled, this property will import all present curves within the animation.
Codecs
Here you can define a list of animation bone compression codecs to try when compressing bone data in an Animation Sequence. The available Codes are as follows: Anim Compress Bitwise Compress Only: Focuses on Bitwise compression and retains all keys. Anim Compress Least Destructive: Restores any present animation compression to raw data. Anim Compress Per Track Compression: Focuses compression to a per- track basis, and compresses each track individually. Anim Compress Removes Every Second Key: Removes every second key present in the animation. Anim Compress Revolve Linear Keys: Removes any keys that are unchanged from surrounding keys. Anim Compress Removes Trivial Keys: Removes any keys where position and orientation of Assets are unchanged from surrounding keys. Empty entries in the list are ignored when running bone compression on the Animation Sequence. However, the list must contain at least one codec in order to compress the bone data.
Error Threshold
When enabled and triggered during compression, this property will use the best codec below this error threshold. The default error threshold value is 0.1.
Force Below Threshold
If enabled, any codec with a lower error threshold will be used until it falls below the threshold.
Codec
Define the animation curve compression Codec. The available codec types you can choose are as follows: Compressed Rich Curves: Only targets and compresses Rich Curves. Uniform Indexable: Compresses curves so that their points are indexable for other features to access. Uniformly Sampled: After compression, any curves will be sampled at a uniform rate.
Max Curve Error
Maximum error threshold allowed when compressing Rich Curves. By default, this value is 0.
Use Anim Sequence Sample Rate
Enable this property to use an explicit value for the Animation Sequence sample rate.
Error sample rate
When Use Anim Sequence Sample Rate is enabled, the Animation Sequence will use the defined value as the sample rate to use when measuring the curve error. By default, this value is 60.
Remarks
Send and receive events synchronized to Animation Sequences using Animation Notifies.
Actor Mobility
The Mobility setting controls whether an Actor can move or change in some way during gameplay. This primarily applies to Static Mesh Actors and Light Actors. It is located in the Actor's Details panel, under the Actor's Transform coordinates.
The Mobility setting in an Actor's Details panel.
An Actor that supports this setting can have one of three mobility states:
Static mobility is reserved for Actors that will not move or update in any way during gameplay.
Static Mesh Actors whose mobility is set to Static have their shadows contribute to pre-calculated lightmaps that use Lightmass to generate and process them. This mobility makes them ideal for structural or decorative meshes that never need to relocate during gameplay. Note, however, that their Materials can still be animated.
Light Actors whose mobility is set to Static contribute to pre-calculated lightmaps that use Lightmass. They illuminate the Level for Static and Stationary Actors. For Movable Actors, they use an indirect lighting method like Volumetric Lightmaps.
For more information, refer to the Static Light Mobility page.
Stationary mobility is reserved for Actors that can change during gameplay but not move.
Static Mesh Actors whose mobility is set to Stationary can be changed but not moved. They do not contribute to pre-calculated lightmaps using Lightmass and are lit like Movable Actors when lit by a Static or Stationary Light. However, when lit by a Movable Light, they will use a Cached Shadow Map to reuse for the next frame when the light is not moving, which can improve performance for projects using dynamic lighting.
Light Actors whose mobility is set to Stationary can change in some way during gameplay, such as having their color or intensity changed (to be brighter or dimmer), or even being completely off. Stationary lights still contribute to pre-calculated lightmaps using Lightmass but can also cast dynamic shadows for moving objects.
Too many Stationary Lights affecting the same Actor can have a significant impact on performance. Refer to the Stationary Light Mobility page for more information.
Movable mobility is reserved for Actors that need to be added, removed, or changed in some way during gameplay. This includes moving, scaling, swapping with another Actor, and so on.
Static Mesh Actors whose mobility is set to Movable cast fully dynamic shadows that do not contribute to precomputed lighting stored in lightmaps. The way Movable Static Mesh Actors interact with lights depends on the light type:
Static light: The Actor is only lit by precomputed lighting data and does not cast any dynamic shadows.
Movable lights also support Lumen, a dynamic global illumination and reflections system.
Static Actors
Stationary Actors
Movable Actors
Remarks
Non-shadow-casting Movable Lights add no cost to scene rendering due to Unreal Engine's Deferred rendering system.