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You can use the Rewind Debugger to record segments of Play in Editor (PIE) simulation, to analyze your animation system in real time. Using Traces, you can observe the evaluations of your animation system's properties to target bugs and performance issues that can be optimized.
For more information about setting up and using the Rewind Debugger, see the following documentation:
Rewind Debugger
With the Rewind Debugger you can record real-time segments of projects and preserve the data for debugging workflows.
As you start to consider the performance of your project's animation system, you can consider the following guidelines during the optimization process. Each project has unique optimization requirements, based on the size and scope of your project, more invasive changes may be needed, however, the following guidelines provide a general approach most projects can benefit from.
Make sure that the conditions for Parallel Updates are met.
Use Update Rate Optimizations (URO) when possible.
URO will prevent your animations from ticking too often. Controlling how this is applied will depend on the needs of your project, but it is recommended to target Update Rates that perform at 15Hz and under, at appropriate distances, for most characters, as well as disabling interpolation.
To enable URO, navigate in your Skeletal Mesh Component's Details panel to the Optimization section, and select the Enable Update Rate Optimizations property. You can then use the AnimUpdateRateTick() struct to set and observe your blueprint's tick rate.
Instead of using URO, it is recommended to use the Animation Budget Allocator plugin, to control the tick rate of Animation Blueprint evaluations.
Enable Component Use Fixed Skel Bounds, when your character does not need access to its Physics Asset.
This will skip using a Physics Asset and will instead always use the fixed bounds defined in the Skeletal Mesh.
This will also skip recalculating bounding volumes for culling for every frame, increasing performance.
When profiling your project, using Animation Insights, you may see that FParallelAnimationCompletionTask is being run for Skeletal Meshes on the Main Thread after Worker Threads have completed their processes. This process will be the bulk of the main thread work that you will see in your profile once the conditions for parallel updates are satisfied. It will typically consist of a few things, depending on your setup:
Calculating the movements of your project's components, such as updating physics objects.
Initiating Animation Notifies.
All Notifies should be non-Blueprint based, to avoid calls to the Blueprint Virtual Machine.
Notifies should be performed on the game thread, as they can affect the animated object's lifetime.
Interpolation of animation if URO is enabled.
Overview
Using Multi-Threaded Animation Updates
Animation Fast Path
Animation Optimization Tools
General Tips
Blueprint Thread Safe Update Animation
Thread Safe Functions
Property Access
Fast Path Methods
Warn About Blueprint Usage
Rewind Debugger
Other Considerations
Remarks
Blending of curves if Material or Morph Target curves are in use.
Add a K-DOP collision hull to a Static Mesh
There are a series of menu options in the Static Mesh Editor under the Collision menu entry, named ##DOP, these are the K-DOP simple collision generators. K-DOP is a type of bounding volume, which stands for K discrete oriented polytope (where K is the number of axis aligned planes). Basically it takes K axis-aligned planes and pushes them as close to the mesh as it can. The resulting shape is used as a collision hull. In the Static Mesh Editor K can be:
Steps
Remarks
See below for an example. This tool is quite handy for packages full of pipes, pillars, and railings:
AI System
Class that will be used to spawn the perception system, can be game-specific.
You can choose from the following options:
Class that will be used to spawn the hot spot manager, can be game-specific.
You can choose from the following options:
Class that will be used to spawn the env query manager, can be game-specific.
You can choose from the following options:
If set, the perception system will forget Actors when their stimulus has expired.
If not set, the perception system will remember Actors even if they are no longer perceived and their stimulus has exceeded its maximum age.
Name of a module used to spawn the AI system.