Hey there, Spy.
I am sorry you felt ignored, we had some technical difficulties accessing our YT channel at the time. If you would like to share your questions here, I have gone back through the logs and have found the following questions, if there are others, please don’t hesitate to share them below.
[QUESTION] is there a way to monitor draw calls and dynamically bias the HLOD threshold distances to compensate?
**Nick P: **You could add this feature! It would take a bit of coding in the renderer though, we don’t support this feature out of the box. The way I would approach it is during visibility (InitViews) you would do a first pass on visibility without any HLODs expanded (i.e. always rendering the proxy) except for those that are too close. “Too close” could be defined via INI / console variable. Then you iteratively prioritize and expand HLODs until you hit a specified draw call limit. You probably need a bit of hysteresis / low pass filter on this to prevent popping back-and-forth based on results from latent occlusion queries etc.
[QUESTION] Third party leak checkers don’t work well with UE4. How do you guys find specific leaks?
**Nick P: **There are a couple of tools for this. LLM is a good first pass in that you should be able to see a leak as tracked memory will continuously trend upward. That can also key you in to an area. From there you can either use OBJ LIST to figure out what is leaking (if it’s game side) or if that doesn’t help there are some tools in UE4 to identify a callstack. This blog here ( Dealing With Memory Leaks in Unreal Engine 4 ) has details.
[QUESTION] What about letting users to configure more settings on mobile? Like letting them turn off real-time shadows completely, since real-time shadows is one of the performance heavy features.
**Nick P: **The engine will let you do this. There’s no reason you can’t (or we couldn’t with Fortnite) expose the same graphics settings UI that we do on PC. For iOS we did not want to do this because the device pool is small enough that we can do a reasonably good job of optimizing the experience per-device. For Android, more granular settings might make more sense but we decided to stick with the simpler “Low/Mid/High/Epic” settings to start.
[QUESTION] what is easiest way to create new animations ?
[QUESTION] CAN YOU EXPLAIN HOW TO KNOW WHAT NODES ARE TO BE CONNECTED IN BP CLASS?