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Nevermore

This project is an example of how to optimize an Animation Blueprint.

The project contains a non-optimized animation blueprint ABP_Manny that uses only blueprints. Also, the project contains an optimized animation blueprint ABP_Manny_Native that uses native class UMannyAnimInstance.

The class UMannyAnimInstance uses a structure FMannyAnimInstanceProxy to support a thread-safe parallel evaluation of the animation blueprint logic. UMannyAnimInstance also implements methods that are evaluated only when they're needed by animation graph, as example GetGroundSpeed is used only when a character is playing locomoting animation.

Please first take a look at the implementation of UMannyAnimInstance with FMannyAnimInstanceProxy and then take a look at how they're used in ABP_Manny_Native.

For a better understanding of the difference between ABP_Manny and ABP_Manny_Native, I recommend comparing their evaluation times in Unreal Insights.

Best wishes, Kirill