This question is aimed at anyone who has attempted to copy Lyra’s animation system into a standard UE project. And when I say “copy”, I mean actually recreating the system… NOT migrating files from Lyra. (So with that said, it’s going to be very hard for me to share code for troubleshooting (other than pieces of it.) If you’ve attempted this yourself, you know how involved it is.)
Here’s my rundown: Everything “works” in my game, to the point where stuff animates and appears to visually be correct. It looks visually fine.
However, I’m fighting against an annoying problem where the profiler is telling me that the Linked layer (i.e. ABP_PistolAnimLayers) is running on 1 character 17 times per frame. I started profiling, because even 20 npcs has extreme slowdown, when it clearly should not be (Lyra itself doesn’t suffer this much, and my old ABP was WAY faster.)
Yet, if I profile the real Lyra itself, it seems to show about 1 ABP_PistolAnimLayers count per frame per NPC active.
My first thought is, I have 2 child meshes that follow the leader mesh. Followers AREN’T supposed to run animation code tho, they’re supposed to just inherit the final results, right? So I don’t think that’s it. Also its only 2 skeletal children.
I was even thinking maybe theres something special in Lyra’s AnimInstance class. What is the difference between AnimInstance and LyraAnimInstance?
I’m also certain I’m not outputting anything weird in the ABP_Base itself. I even went as far as disabling the AnimGraph entirely on the base, and it still runs PistolLayer 17 times.
Does anyone with experience in this system, have any ideas of what I might have missed?
Any help would be appreciated!