4.7 skiping/sliding walk steps with "Only tick pose when rendered"

Since we’ve updated our project to 4.7.3, we are facing random character movement animation issues:

The characters often slide (no animation yet the character is moving) to then suddenly play the animation properly.
The character animations often plays in slow motion or skips steps.

Disabling “Only tick pose when rendered” on the character mesh solves the issue but this is not good for performance.

Our game is a multiplayer FPS game.
We never faced this in the past UE versions with the same settings.

Could this problem be related to the new 4.7 multithreaded animation system?
Is there a console command that disables multithreaded animations to test it out?
Is there something else we can try?

Hi bigzer,

From what version of the Engine are you updating to 4.7.1? Can you send a zip file with the corresponding animation asset and game file -not the entire project- so I can test this here?

Thanks

Hi ,

We upgraded from 4.6.1.

I made videos to show the problem, you can download them to see them in 60fps.

  1. Noticed the problem and how it doesn’t occur when the character is close to the camera: Dropbox - Error - Simplify your life

  2. I thought I would display the update rate optimization so I turned the option on in our character pawn BP and this is what I first got after I pressed play:
    In this video you will see that there is no visible issue (apart from a fps drop caused by my rig). This said, the optimization update rate also doesn’t seems to work correctly when compared to the next video.
    Dropbox - Error

  3. I stoped and played again (so I did not change anything) and now you will notice not only that the update rate optimization works properly but also that the animation consistently gets broken once update rate optimisation is on:
    Dropbox - Error - Simplify your life

I don’t mind sending you a zip file but what do you need exactly?
Additionally, could you give me a mail where I can send it? I can’t post our files publicly.

Thank you

David

Hello , we found why the problem shows up now;

Our character pawn contains 2 different skinned mesh; one for the main character animation and another one we sporadically activate when our character is frozen (For the freeze tag game mode). That second mesh is actually the exact same character mesh only we have a transparent ice shader and we don’t animate it (we only set the bone positions once to follow the character latest pose.

Now recently (right after the update to 4.7, we disabled the ‘Enable Update Rate Optimizations’ on the “ice mesh”. This is causing the issues you see above.

In other words we can leave it the optimisation enabled on the main mesh but we need to have it disabled on the secondary mesh to not have the issue.

Hi bigzer,

If you can, please send the project in zip file to me via private message on the . If I am able to reproduce the issue here, I’ll be able to enter this as a bug.

Thanks

Hi bigzer,

I have not heard back from you in a few days, so I am marking this post as Resolved for tracking purposes. If you are still experiencing the issue with optimization on your 2nd, activated mesh and would like it to be addressed as a bug to be fixed in a future build of the engine, please provide the requested files and I will enter a report accordingly.

Thanks