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Container for Animation Update Rate parameters. They are shared for all components of an Actor, so they can be updated in sync.
| Name | FAnimUpdateRateParameters |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT ()
struct FAnimUpdateRateParameters
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimUpdateRateParameters() |
Default constructor. | Engine/EngineTypes.h |
Enums
Public
| Name | Remarks |
|---|---|
| EOptimizeMode |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdditionalTime | float | Total time of the last series of skipped updates | Engine/EngineTypes.h |
|
| BaseNonRenderedUpdateRate | int32 | Rate of animation evaluation when non rendered (off screen and dedicated servers). | Engine/EngineTypes.h | |
| BaseVisibleDistanceFactorThesholds | TArray< float > | Array of MaxDistanceFactor to use for AnimUpdateRate when mesh is visible (rendered). | Engine/EngineTypes.h | |
| bInterpolateSkippedFrames | uint8 | When skipping a frame, should it be interpolated or frozen? | Engine/EngineTypes.h | |
| bShouldUseLodMap | uint8 | Whether or not to use the defined LOD/Frameskip map instead of separate distance factor thresholds | Engine/EngineTypes.h | |
| bShouldUseMinLod | uint8 | If set, LOD/Frameskip map will be queried with mesh's MinLodModel instead of current LOD (PredictedLODLevel) | Engine/EngineTypes.h | |
| bSkipEvaluation | uint8 | (This frame) animation evaluation should be skipped. | Engine/EngineTypes.h | |
| bSkipUpdate | uint8 | (This frame) animation update should be skipped. | Engine/EngineTypes.h | |
| EvaluationRate | int32 | How often animation will be evaluated. | Engine/EngineTypes.h | |
| LODToFrameSkipMap | TMap< int32, int32 > | Map of LOD levels to frame skip amounts. | Engine/EngineTypes.h | |
| MaxEvalRateForInterpolation | int32 | Max Evaluation Rate allowed for interpolation to be enabled. | Engine/EngineTypes.h | |
| OptimizeMode | EOptimizeMode | Cache which Update Rate Optimization mode we are using | Engine/EngineTypes.h | |
| ShiftBucket | EUpdateRateShiftBucket | The bucket to use when deciding which counter to use to calculate shift values | Engine/EngineTypes.h | |
| SkippedEvalFrames | int32 | Number of evaluate frames that have been skipped in a row | Engine/EngineTypes.h | |
| SkippedUpdateFrames | int32 | Number of update frames that have been skipped in a row | Engine/EngineTypes.h | |
| ThisTickDelta | float | The delta time of the last tick | Engine/EngineTypes.h | |
| TickedPoseOffestTime | float | Track time we have lost via skipping | Engine/EngineTypes.h |
|
| UpdateRate | int32 | How often animation will be updated/ticked. 1 = every frame, 2 = every 2 frames, etc. | Engine/EngineTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoEvaluationRateOptimizations() |
Return true if evaluation rate should be optimized at all | Engine/EngineTypes.h | |
float GetInterpolationAlpha() |
Amount to interpolate bone transforms | Engine/EngineTypes.h | |
float GetRootMotionInterp() |
Amount to interpoilate root motion | Engine/EngineTypes.h | |
float GetTimeAdjustment() |
Called when we are ticking a pose to make sure we accumulate all needed time | Engine/EngineTypes.h | |
FColor GetUpdateRateDebugColor() |
Returns color to use for debug UI | Engine/EngineTypes.h | |
void SetLookAheadMode
(
float DeltaTime, |
Set parameters and verify inputs for Lookahead mode, which handles Root Motion | Engine/EngineTypes.h | |
void SetTrailMode
(
float DeltaTime, |
Set parameters and verify inputs for Trail Mode (original behaviour - skip frames, track skipped time and then catch up afterwards). | Engine/EngineTypes.h | |
bool ShouldInterpolateSkippedFrames() |
Getter for bInterpolateSkippedFrames | Engine/EngineTypes.h | |
bool ShouldSkipEvaluation() |
Getter for bSkipEvaluation | Engine/EngineTypes.h | |
bool ShouldSkipUpdate() |
Getter for bSkipUpdate | Engine/EngineTypes.h |