Unreal Engine 5 Character and Animation Optimizations | Unreal Fest 2024

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  • Опубліковано 2 січ 2025

КОМЕНТАРІ • 46

  • @unreal-animator
    @unreal-animator 3 місяці тому +26

    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

    • @galaxygur
      @galaxygur 3 місяці тому

      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?

  • @unrealdevop
    @unrealdevop 4 місяці тому +36

    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.

    • @grit-mike
      @grit-mike 4 місяці тому +3

      Agreed. Your videos have helped a lot as well.

    • @unrealdevop
      @unrealdevop 4 місяці тому +3

      @@grit-mike Yeah, I'm still learning too. I don't mind sharing what I figure out along the way though.

  • @0UTSIDER
    @0UTSIDER 3 місяці тому +5

    I knew I've heard your voice before, now 23min into the video and I know why - thank you for URO, amazing plugin!

  • @TheChunkierBean
    @TheChunkierBean 4 місяці тому +11

    Really great presentation!

  • @0x_Anakin
    @0x_Anakin 4 місяці тому +5

    This video is a must see!

  • @YjJ-v6e
    @YjJ-v6e 3 місяці тому +1

    Very helpful for my ongoing project

  • @TheSparhawk221
    @TheSparhawk221 3 місяці тому +1

    THIS IS PURE GOLD!!!! Thank you! Thank you! Thank you!

  • @exodst.
    @exodst. 4 місяці тому +2

    Great presentation, exactly the kind of information i needed. :)

  • @joanvillora
    @joanvillora 4 місяці тому +2

    Really useful! Thanks!

  • @xaby996
    @xaby996 2 місяці тому +2

    Thank you!!

  • @0UTSIDER
    @0UTSIDER 3 місяці тому +2

    I'm looking forward to a new video about Nanite or Mover.

  • @shannenmr
    @shannenmr 4 місяці тому +1

    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.

  • @ORIBOX
    @ORIBOX 4 місяці тому +1

    very helpful!❤

  • @matka5130
    @matka5130 Місяць тому

    So good, thanks Matt

  • @mingyenwu9621
    @mingyenwu9621 4 місяці тому +1

    13:15 I'm wondering, what about motion matching? does that disable multi-threading?

    • @thevestarr
      @thevestarr 4 місяці тому

      Bump, Im worried about the same

    • @xaby996
      @xaby996 2 місяці тому

      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.

    • @ItsBaffledd
      @ItsBaffledd 2 місяці тому

      @@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

  • @MarvenYassen
    @MarvenYassen 4 місяці тому +1

    Great. Thanks

  • @drsiro-dev
    @drsiro-dev 3 місяці тому

    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?

  • @zima_dev
    @zima_dev 4 місяці тому +1

    they need to link this vid whenever someone installs unreal

  • @Creathrod
    @Creathrod 4 місяці тому +2

    Nice 👍🏿

  • @Mantikator
    @Mantikator 2 місяці тому

    How do I remove animation tracks?

  • @NoeticConcordance-149
    @NoeticConcordance-149 4 місяці тому

    Do these apply to VR as well?

  • @CinnnAmonnBun
    @CinnnAmonnBun 3 місяці тому

    33:11 how?

  • @yonghengshouhu
    @yonghengshouhu 3 місяці тому

    UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .

  • @Kinos141
    @Kinos141 4 місяці тому +6

    Question: if these tips are so good and optimized, why isn't it the default in UE?

    • @kazioo2
      @kazioo2 4 місяці тому +12

      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.

    • @n1lknarf
      @n1lknarf 4 місяці тому +1

      Because epic games sells the support. This video is an ad.

  • @sebastianavena
    @sebastianavena 3 місяці тому +1

    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!

  • @shannenmr
    @shannenmr 4 місяці тому +1

    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 ?

  • @zeon3d755
    @zeon3d755 9 днів тому

    I got lot to optimize

  • @TheCptCrl
    @TheCptCrl 4 місяці тому +2

    (opens my size maps) ..... dear god lol

  • @Miru302
    @Miru302 3 місяці тому

    Wait, I thought BC3 is basically combination of BC1 and BC4 (Grayscale), so you would get R5G6B5A16, and not R8G8B8A8? at 29:46

  • @hellomistershifty
    @hellomistershifty 4 місяці тому +1

    Nice, two great videos in one day (Chris's PCG talk too) after a long stretch of fortnite, archviz, and video production nontent

  • @Leomerya12
    @Leomerya12 4 місяці тому

    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.

    • @Dante1243
      @Dante1243 4 місяці тому +5

      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.

    • @andreww2208
      @andreww2208 4 місяці тому +1

      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.

    • @n1lknarf
      @n1lknarf 4 місяці тому +4

      This is an ad, not a tutorial.

  • @TheMartinLuthorKingJrPodcast
    @TheMartinLuthorKingJrPodcast 4 місяці тому +1

    First 🎉

  • @mk8_it
    @mk8_it 4 місяці тому +2

    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