RMAMirrorAnimation

Hello @RafaelMAlmeida
We purchased the plugin and it works flawlessly. Good work.

One question about the mirrored animation. Right now we are in the optimization phase and we want to compress our animations (which there are a lot) to save up memory. We noticed that we can’t apply compression to the mirrored animations. I’ve checked the source codes but found nothing wrong with it. So, do you have any idea what might be the cause?

For your information:

  • The plugin version is 1.30.0
  • The engine version is 4.27.2 (with some customization)
  • The animation compression plugin is Animation Compression Library from Nicholas Frechette

Nevermind this. I already found the problem. The problem is that _RawAnimationDataBackup is holding extra uncompressed data. After we clean up this data, the compressed animations consume the expected amount of memory.
The problem is the Refresh function is now broken. But since we rarely (if ever) use this function, I believe we can live without it.
I’m not sure whether this issue was already addressed in the later versions, though.

Hi,
I was looking at your case, but It’s good to know that you have succeeded in fixing the problem.
Just a hint, the variable “RawAnimationDataBackup” is “editor only”, this means that it is excluded at the animation cook proccess.
Thank you.

Thank you for your response. I checked from the stat llmassets command before and after clearing the RawAnimationDataBackup and confirmed that there is a huge size difference between the two. I’m not sure whether this is a bug in the plugin or our engine side (because our engine has a lot of modifications). Anyway, clearing RawAnimationDataBackup did the job for us.
Just for curiosity sake, can you confirm whether this also happens on your end?

Hi,
Yes, I replicated the bug on my side, the backup data is included in the cooked assets and this is not the expected behavior, I’ll work on a fix.
Thank you.

1 Like

Hello, I am user of your plugin.

my engine version is 4.27

I have an issue when using Skeletal mesh LOD function Bones to remove for some LOD.

Because of using this function plugin crashes with an error. Is it known problem? I even thinking about set up unreal 5.4 plugin and manually downgrade for 4.27

[2024.11.04-12.10.20:935][667]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\UE-Oculus-4.27\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703]
[2024.11.04-12.10.20:935][667]LogWindows: Error: Array index out of bounds: 91 from an array of size 44

on

FRMAMirrorAnimationAnimNodeMirrorAnimation::Evaluate_AnyThread() [C:\Users\user\OneDrive\Documents\UnrealProjects\proj\Plugins\RMAMirrorAnimation\Source\RMAMirrorAnimation\Private\RMAMirrorAnimationAnimNodeMirrorAnimation.cpp:69]

Hi,
Please contact me by email “RafaelMAlmeida@outlook.com.br”.
Thank you.