Performance Cost Of Mesh Animations

Greetings (again),

Looking for knowledge/insight to save time.

All of the resources that I’ve found with regard to animations and meshes has been in relation to Ticks and/or Animation Blueprints and/or Characters (of the Character Class with a Collision Capsule).

The performance cost of this, I am aware, is great, simply because any time any actor needs to tick, you start to get into low FPS-city.

So, my question is with regard to a Skeletal Mesh. That’s it. No attachments. That uses an animation like, I dunno, cheering.

Would it be greatly detrimental to have 100 of those meshes play the cheering animation on screen?

It would definitely be noticeable, especially if those meshes have collisions that need to be updated, even more so if they have overlap events enabled

If you want to have that many meshes on a screen, you should look into Animation Budget Allocator, which can dynamically throttle animations based on distance from camera or priority

No, I mean just the mesh animation. That’s it. Nothing more.

I’ll check out your suggestion, but I mean the absolute bare-bones.

You can very easily try it and profile, but if you just them to play a specific animation on a loop, it would be much much cheaper to convert it to a vertex animation and play it on static meshes instead

Unreal has the AnimToTexture plugin which can help with the process

AnimToTexture Plugin, How to Use it to make Vertex Animation Textures for crowds | Epic Developer Community (epicgames.com)

You’re right, but I’ve researched all this.

My goal was to get a clear “yes” or “no” from someone who has already tried doing this.

I’ll profile later. This is mostly a preemptive post.

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