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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Animation Budget Allocator Parameters' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| real | Budget In Ms | 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. |
| real | Min Quality | 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. |
| integer | Max Tick Rate | 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. |
| real | Work Unit Smoothing Speed | Values > 0.1.The speed at which the average work unit converges on the measured amount. |
| real | Always Tick Falloff Aggression | 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. |
| real | Interpolation Falloff Aggression | 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. |
| integer | Interpolation Max Rate | Values > 1.Controls the rate at which ticks happen when interpolating. |
| integer | Max Interpolated Components | Range >= 0.Max number of components to interpolate before we start throttling. |
| real | Interpolation Tick Multiplier | Range [0.1, 0.9].Controls the expected value an amortized interpolated tick will take compared to a 'normal' tick. |
| real | Initial Estimated Work Unit Time Ms | 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. |
| integer | Max Ticked Offsreen Components | Values >= 1The maximum number of offscreen components we tick (most significant first) |
| integer | State Change Throttle In Frames | Range [1, 128]Prevents throttle values from changing too often due to system and load noise. |
| real | Budget Factor Before Reduced Work | Range > 1Reduced work will be delayed until budget pressure goes over this amount. |
| real | Budget Factor Before Reduced Work Epsilon | Range > 0.0.Increased work will be delayed until budget pressure goes under BudgetFactorBeforeReducedWork minus this amount. |
| real | Budget Pressure Smoothing Speed | Range > 0.0.How much to smooth the budget pressure value used to throttle reduced work. |
| integer | Reduced Work Throttle Min In Frames | 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). |
| integer | Reduced Work Throttle Max In Frames | Range [1, 255].Prevents reduced work from changing too often due to system and load noise. Max value used when under budget pressure. |
| real | Budget Factor Before Aggressive Reduced Work | Range > 1.Reduced work will be applied more rapidly when budget pressure goes over this amount. |
| integer | Reduced Work Throttle Max Per Frame | Range [1, 255].Controls the max number of components that are switched to/from reduced work per tick. |
| real | Budget Pressure Before Emergency Reduced Work | Range > 0.0.Controls the budget pressure where emergency reduced work (applied to all components except those that are bAlwaysTick). |
| real | Auto Calculated Significance Max Distance | Range > 1.0.Controls the distance at which auto-calculated significance for budgeted components bottoms out. Componentswithin the distance 1 -> Max will have significance mapped 1 -> 0, outside of MaxDistance significance will be zero. |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Animation Budget Allocator Parameters |