For a project that is networked and trying to save perf wherever we can, is having a large amount of animgraph blending (additive poses, blends by bone, aim offsets, local to component stuff) something to worry about?
For example, let’s say a graph is caching and re-blending the pose 12 times or so.
Are you concerned that if 12 people are connected and run the Animgraph simultaneously that the server will have to run the blend 12*12 times (12 events being sent once for each of the 12 clients)? If I’m understanding correctly, best practice is to handle all (most?) of the graphical aspects of your game on the local machine.
I apologize in advance if I’m missing your point entirely…