bRequireCurrentFrameData

When this option is disabled, we use the previous frame's data for the camera and issue the simulation early.

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macOS

Linux

Syntax

UPROPERTY(EditAnywhere, Category="Performance")
bool bRequireCurrentFrameData

Remarks

When this option is disabled, we use the previous frame's data for the camera and issue the simulation early. This greatly reduces overhead and allows the game thread to run faster, but comes at a tradeoff if the dependencies might leave gaps or other visual artifacts.