Hi
On our game, we work with metahuman and mutuable to create npcs. Currently the meshs are not optimised and the animations takes a lot of time to process. We wanted to use an easy fix to improve the performance of the game in developpement (later this option is still usefull for small config).
When “Enable Update Rate Optimization” is checked, the performances is improved by a lot (as animations are prossessed less often), but we have 2 problems.
- The head on ragdoll characters does not follows the body.
As a metahuman characters the character is subdivised to 2 mesh, the head and the body.
On the head ABP, we have a copypose, to copy the animation from the body to the head.
When the character start his radgoll, and the option “Enable Update Rate Optimization” is enabled (with frames skipped), the head does not follow the ragdoll body and stay at the last animated frame position.
- The animation movement have jumps on direction change
As explained on the steps to reproduce, a character with “Enable Update Rate Optimization” have some animations jump when he move and change direction.
We use the node “Offset root bone” on the ABP to smooth the visual orientation of the character. But it look like this node does not work properly when some animations frames are skipped.
Is there a way to improve animations performances without theses issues, or some options to allows us to mitigate theses problems ?
Beside the issues, this options allows the game to run a lot smoother, and It would be a shame not to be able to use it.
Thank you for your answer.
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