Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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!)

Product Version: UE 4.14
more ▼

asked Jan 07 '17 at 06:37 AM in Blueprint Scripting

avatar image

11 1 2 3

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question