Navigation
Unreal Engine C++ API Reference > Plugins > Niagara > UNiagaraDataInterfaceSkeletalMesh
Syntax
UPROPERTY&40;EditAnywhere, Category&61;"Performance"&41;
bool bRequireCurrentFrameData
Remarks
When this option is disabled, we use the previous frame's data for the skeletal mesh and can often 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.