I think something that could tie a lot of these features together especially if EPIC just spent a short period of time integrating this stuff OOTB into it (also exposing more to BP) would be the Significance Manager.
I was there and I have been waiting for the video to be published and start optimizing! Thank you for sharing all this knowledge, I got your book too, and it's great!
Because Epic is prioritizing for less hassle for developers and avoiding hundreds of "why isn't it working?" questions instead of the best possible optimization that requires more awareness and manual manipulations from devs. Better optimized solutions often make it easier to shoot yourself in the foot. Especially true with C++ vs Bluerprints.
Ouch, good observation. But most anim practices use root motion anyway... So I'm wondering where we can best thread the needle. Probably the exact reason why Lyra logic is so convoluted, as to avoid as much game thread thinking as possible. Good luck out there peeps.
@@xaby996 what? Lyra is convoluted because it is modular and intended to be an "everything" starter, there is nothing special about its threading thats for sure
Hi, I was wondering, does multithreaded animation update get disabled in Root Motion from montages only mode even when I am not running any root motion? Or is it disabled only when root motion is actually used?
My understanding is the Post Process ABP's are NOT multithreaded or are severely limited in that capacity, is that still the case and if so are there plans to improve this outside of just disabling them at further LOD's ?
13:15 He didn't explain what he means. I'm sure it makes sense to someone who already is well-versed in this, but to me, I understand the words, but not the concept.
By default some animation work is run on another thread (a worker thread not the game thread so it won't bother you games fps to much) if you use RM on animations then all that logic will run on the game thread which would impact performance depending on your animation system complexity. That's the basics of it I'll spare you the extra details.
If you're using the "last two settings" (Root Motion from Everything / Root Motion from Montages Only)... It will disable the blueprint's ability to "Use Multithreaded Animation Update." There's a function that can be overridden called "BlueprintThreadSafeAnimationUpdate" (the "multithreaded version" of "BlueprintUpdateAnimation") that will no longer be usable if you use either of those two settings.
0:00 Intro
1:16 profiling
1:20 commands
1:52 size map
2:17 memreport
2:38 Control Rig enable profiling
3:03 GPU visualizer
3:20 insights for more details
4:10 animation sequence
4:28 content audit
4:40 animation tracks
4:58 animation curves
5:48 asset action utility
6:34 animation import settings
7:10 audit example
7:45 animgraph
8:01 compression
8:27 LOD
10:23 LOD switching issue
11:00 bone list setting
11:34 reduction settings
12:50 multi threading
13:40 fast path
15:20 animgraph functions
16:55 animgraph LODs
18:33 animgraph practices
18:38 space conversion bundles
18:49 state machine settings
19:00 cached pose
19:38 skeleton pose update
20:10 visibility based anim tick
22:00 no skeleton update
22:37 update rate Optimization
24:08 budgeted skeletal mesh component
25:30 textures
26:22 size limit
27:36 micro detail
28:34 compression
30:20 oodle
31:12 channel packing
33:40 skeletal mesh component
33:53 bounds
34:08 skip bounds update when interpolating
34:26 component use fixed skel bounds
34:48 parent bounds
35:19 render static
35:54 nanite skeletons
36:48 blueprints
36:53 tick
39:11 references
40:37 cast solutions
41:26 replace casts with interfaces
42:23 hard reference problem
44:02 parent class component assignments
45:09 finale
i am also trying to add a comment with my timestamps, but when I refresh page, youtube deletes my comment; what can I possibly do?
One of the best, most useful video's I've seen Unreal release in some time. So much in here I was just completely unaware of.
Agreed. Your videos have helped a lot as well.
@@grit-mike Yeah, I'm still learning too. I don't mind sharing what I figure out along the way though.
This video is a must see!
Really great presentation!
THIS IS PURE GOLD!!!! Thank you! Thank you! Thank you!
I knew I've heard your voice before, now 23min into the video and I know why - thank you for URO, amazing plugin!
Very helpful for my ongoing project
Thank you!!
Great presentation, exactly the kind of information i needed. :)
I think something that could tie a lot of these features together especially if EPIC just spent a short period of time integrating this stuff OOTB into it (also exposing more to BP) would be the Significance Manager.
Really useful! Thanks!
I'm looking forward to a new video about Nanite or Mover.
very helpful!❤
Great. Thanks
I was there and I have been waiting for the video to be published and start optimizing! Thank you for sharing all this knowledge, I got your book too, and it's great!
they need to link this vid whenever someone installs unreal
Nice 👍🏿
UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .
Question: if these tips are so good and optimized, why isn't it the default in UE?
Because Epic is prioritizing for less hassle for developers and avoiding hundreds of "why isn't it working?" questions instead of the best possible optimization that requires more awareness and manual manipulations from devs. Better optimized solutions often make it easier to shoot yourself in the foot. Especially true with C++ vs Bluerprints.
Because epic games sells the support. This video is an ad.
13:15 I'm wondering, what about motion matching? does that disable multi-threading?
Bump, Im worried about the same
Ouch, good observation. But most anim practices use root motion anyway... So I'm wondering where we can best thread the needle. Probably the exact reason why Lyra logic is so convoluted, as to avoid as much game thread thinking as possible. Good luck out there peeps.
@@xaby996 what? Lyra is convoluted because it is modular and intended to be an "everything" starter, there is nothing special about its threading thats for sure
How do I remove animation tracks?
Do these apply to VR as well?
Hi, I was wondering, does multithreaded animation update get disabled in Root Motion from montages only mode even when I am not running any root motion? Or is it disabled only when root motion is actually used?
Nice, two great videos in one day (Chris's PCG talk too) after a long stretch of fortnite, archviz, and video production nontent
33:11 how?
(opens my size maps) ..... dear god lol
My understanding is the Post Process ABP's are NOT multithreaded or are severely limited in that capacity, is that still the case and if so are there plans to improve this outside of just disabling them at further LOD's ?
Wait, I thought BC3 is basically combination of BC1 and BC4 (Grayscale), so you would get R5G6B5A16, and not R8G8B8A8? at 29:46
13:15
He didn't explain what he means. I'm sure it makes sense to someone who already is well-versed in this, but to me, I understand the words, but not the concept.
By default some animation work is run on another thread (a worker thread not the game thread so it won't bother you games fps to much) if you use RM on animations then all that logic will run on the game thread which would impact performance depending on your animation system complexity. That's the basics of it I'll spare you the extra details.
If you're using the "last two settings" (Root Motion from Everything / Root Motion from Montages Only)... It will disable the blueprint's ability to "Use Multithreaded Animation Update." There's a function that can be overridden called "BlueprintThreadSafeAnimationUpdate" (the "multithreaded version" of "BlueprintUpdateAnimation") that will no longer be usable if you use either of those two settings.
This is an ad, not a tutorial.
First 🎉
Fix the bugs that's been in UE for years the engine as a whole is still poorly optimized and basic file management is still horrible
nanite?