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@skate6
@skate6 Ай бұрын
hello is possible add complex collision as simple' to multiple objects?
@mateo_code_tech_games
@mateo_code_tech_games Ай бұрын
Hi! Changing collision complexity on multiple objects is available by default in Unreal Engine. It can be changed inside the content browser by simply selecting multiple objects and editing them in matrix view.
@projectdrivecitygrid
@projectdrivecitygrid Ай бұрын
​@@mateo_code_tech_games Ty i figured out later, do you kno if adding physics is possible? Its terrible each actor individually i only know is ticking off phyics as simulated.
@mateo_code_tech_games
@mateo_code_tech_games Ай бұрын
I would keep such tweaks on a base classes level, but if you that kind of a feature on the plugin level, feel free to extend plugin's EUW.
@FabricadeBoloGloria
@FabricadeBoloGloria 2 ай бұрын
Is there a demo for download??
@mateo_code_tech_games
@mateo_code_tech_games 2 ай бұрын
You can download example project with a setup used in the overview video. Download link can be found in the plugin's description on the marketplace.
@FabricadeBoloGloria
@FabricadeBoloGloria 2 ай бұрын
@@mateo_code_tech_games thank you. I suggest you put it more clear to view/download on the description of the product. I could not find it fast.
@ItsiZnJ
@ItsiZnJ 4 ай бұрын
Beat it
@coystt7233
@coystt7233 7 ай бұрын
This wouldn't be useful for a racing game would it?
@mateo_code_tech_games
@mateo_code_tech_games 7 ай бұрын
Hi! This will be useful for any game in which actors are using Tick function. However if something is heavy based on physics calculations where Tick intervals might have huge impact on how actors are behaving I would consider not changing Tick rate of those actors. In general you can test how using the plugin might help to boost your game performance by manually limiting Actors' Tick Rate, as the plugin would do exactly the same, but only for actors that are not too significant in the current game frame.
@eloirivera394
@eloirivera394 11 ай бұрын
will this adjust the animation tick rate on skeletal mesh so if the ai is far way the rate isnt the same as if it was near the player or in view of the player
@mateo_code_tech_games
@mateo_code_tech_games 11 ай бұрын
Hi! Animation tick rate is connected with skeletal mesh tick rate. So yes, the plugin is capable of changing skeletal mesh's tick rate based on e.g.: distance from player, which then will lead into adjusting animations' update rate.
@Trait74
@Trait74 Жыл бұрын
Looks like a really useful plugin!
@elzbietabolek9508
@elzbietabolek9508 Жыл бұрын
Super 👍
@ukaszBugajny
@ukaszBugajny Жыл бұрын
really nice plug-in and easy to use
@wojciechwilk3998
@wojciechwilk3998 Жыл бұрын
This plugin looks really amaizing from the optimalization perspective. Great job!
@Trait74
@Trait74 Жыл бұрын
The game thread time reduction looks good! Do you have plans to expose animation rate optimizations to blueprints? that would be cool edit - Discord invite is invalid everywhere
@mateo_code_tech_games
@mateo_code_tech_games Жыл бұрын
Thanks! Discord invitation should work now :) I think that you can adjust animations rate by simply reducing skeletal mesh component's tick rate and it is available through blueprints. If you have any further question, or have some cool ideas on how to enhance plugin's features, you can catch me on discord :)
@keelei
@keelei Жыл бұрын
I can't see any difference between the stages and even if this is disabled no increase in FPS or did I miss something?
@mateo_code_tech_games
@mateo_code_tech_games Жыл бұрын
As the frame time is mainly limited by a GPU thread you will not see FPS increase even when Game Thread frame time decrease. Plugin is focused on CPU/Game Thread optimization and this is what you should focus on :) It will result in FPS boost when CPU is a bottleneck. Different modes were introduced to allow users to check which mode works the best with their game and actor there are trying to optimize.