Adds a node that breaks a 'AnimationBudgetAllocatorParameters' into its member fields
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Animation Budget Allocator Parameters
Animation Budget Allocator Parameters Structure (by ref)
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Budget In Ms
Float
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Values > 0.1. The time in milliseconds that we allocate for skeletal mesh work to be performed. When overbudget various other parameters come into play, such as AlwaysTickFalloffAggression and InterpolationFalloffAggression. |
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Min Quality
Float
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Values [0.0, 1.0]. The minimum quality metric allowed. Quality is determined simply by NumComponentsTickingThisFrame / NumComponentsThatWeNeedToTick. If this is anything other than 0.0 then we can potentially go over our time budget. |
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Max Tick Rate
Integer
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Values >= 1. The maximum tick rate we allow. If this is set then we can potentially go over budget, but keep quality of individual meshes to a reasonable level. |
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Work Unit Smoothing Speed
Float
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Values > 0.1. The speed at which the average work unit converges on the measured amount. |
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Always Tick Falloff Aggression
Float
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Range [0.1, 0.9]. Controls the rate at which 'always ticked' components falloff under load. Higher values mean that we reduce the number of always ticking components by a larger amount when the allocated time budget is exceeded. |
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Interpolation Falloff Aggression
Float
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Range [0.1, 0.9]. Controls the rate at which interpolated components falloff under load. Higher values mean that we reduce the number of interpolated components by a larger amount when the allocated time budget is exceeded. Components are only interpolated when the time budget is exceeded. |
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Interpolation Max Rate
Integer
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Values > 1. Controls the rate at which ticks happen when interpolating. |
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Max Interpolated Components
Integer
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Range >= 0. Max number of components to interpolate before we start throttling. |
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Interpolation Tick Multiplier
Float
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Range [0.1, 0.9]. Controls the expected value an amortized interpolated tick will take compared to a 'normal' tick. |
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Initial Estimated Work Unit Time Ms
Float
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Values > 0.0. Controls the time in milliseconds we expect, on average, for a skeletal mesh component to execute. The value only applies for the first tick of a component, after which we use the real time the tick takes. |
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Max Ticked Offsreen Components
Integer
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Values >= 1 The maximum number of offscreen components we tick (most significant first) |
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State Change Throttle In Frames
Integer
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Range [1, 128] Prevents throttle values from changing too often due to system and load noise. |
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Budget Factor Before Reduced Work
Float
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Range > 1 Reduced work will be delayed until budget pressure goes over this amount. |
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Budget Factor Before Reduced Work Epsilon
Float
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Range > 0.0. Increased work will be delayed until budget pressure goes under BudgetFactorBeforeReducedWork minus this amount. |
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Budget Pressure Smoothing Speed
Float
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Range > 0.0. How much to smooth the budget pressure value used to throttle reduced work. |
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Reduced Work Throttle Min In Frames
Integer
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Range [1, 255]. Prevents reduced work from changing too often due to system and load noise. Min value used when over budget pressure (i.e. aggressive reduction). |
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Reduced Work Throttle Max In Frames
Integer
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Range [1, 255]. Prevents reduced work from changing too often due to system and load noise. Max value used when under budget pressure. |
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Budget Factor Before Aggressive Reduced Work
Float
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Range > 1. Reduced work will be applied more rapidly when budget pressure goes over this amount. |
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Reduced Work Throttle Max Per Frame
Integer
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Range [1, 255]. Controls the max number of components that are switched to/from reduced work per tick. |
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Budget Pressure Before Emergency Reduced Work
Float
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Range > 0.0. Controls the budget pressure where emergency reduced work (applied to all components except those that are bAlwaysTick). |