Hi!
We are still working with animation system based on ABP but already watching new framework. The main reasons why we want it is performance. We want to get rid of traffic of the game thread as much as possible. We believe, we hope, that UAF will help. I have already done some experiments and several questions appeared:
- In general, do you think that it is good assumption that new framework will be more parallelized and thus more efficient for many characters that use animations with root motion?
- We use MM for locomotion setup (based on GASP) and Montages for oneshots. Montage slot is injected into ABP (on several places) and this is working for us although it is not the most effective way because of root motion. But I didn’t find a way how to play Montage in UAF graph? Is if just something that will appear later or Montages are obsolete in the new system?
- When some official documentation will be available? I heard something about that first usable yet still experimental release will be in 5.8 (June or July this year). At least any doc would be a great help for next direction of our project.
- Our pipeline contains several stages:
- MM locomotion setup
- Procedural adjustments such as look at, slope warping, feet IK, another contextural modifiers
- Several slots for Montages that can completely override loco stage or can add to it for specific part of the skeleton
These stages are configured from our game component, data is copied to the animinstance and then applied in the graph. Do you see any possibility to use similar setup in UAF?
Thanks for help.
Jiri
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