How to use AnimUpdateRateTick() ?
Hello, I've currently been experimenting with seeing how many skeletalmeshes I can render for large (1000+) scenes of actors, while using my own little AI manager to spread apart the AI to use separate groups of every N tick based on distance to the player. That seems to go well and gets great performance with LODs, until I switch from static to skeletal meshes.
After setting the skeletal mesh to skip all bones, disable enable physics on dedicated server, check Disable Morph Target, Disable PerBone Motion Blur, Enable Component use Fixed skelbounds, and set MeshComponent Update Flag to OnlyTickPose when rendered, the framerates went up a bit. Though of course the framerates go down when looking at the group.
Enabling No Skeleton Update vastly increases the FPS (while disabling the animating), but Ideally I'm looking for a way to manually set when a skeletal mesh actually ticks to update its animation, so the further away, the less ticks would occur.
Enable Update Rate Optimizations seems to be like the thing I was looking for, but unfortunately I can not find any documentation or examples online that actually use it or explain it besides the default tooltip, saying to see AnimUpdateRateTick. (Which I cannot find anywhere)
Anyone know how to set the AnimUpdateRateTick? Any help would be much appreciated!
And I might as well ask this, any chance of UE4 recieving an update that supports instance skeletal meshes, also known as Instance Skinning? Or I'd even settle for a third-party branch. http://developer.download.nvidia.com/SDK/10/direct3d/Source/SkinnedInstancing/doc/SkinnedInstancingWhitePaper.pdf I feel some support for having skinned instancing in Unreal would vastly open up the doors in making life easier for developers working on RTS's, or games featuring more than 200 actors animating on screen at once.
Here's hoping, afterall I wanted vertex-baked animation support since UE4 first came out and we finally got it :D (yay epic!)
asked Jan 07 '17 at 06:37 AM in Blueprint Scripting
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