From the UDN:
"In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have changed or not when updating Bounds and not calling MarkRenderTransformDirty can make RenderThread faster."
User claims up to 1ms savings on the render thread (in their scene).
Additional concerns (from Zak):
I am concerned about the implications for SkeletalMeshComponents. This comment in PropagateTransformUpdate is relevant:
// We update bounds even if transform doesn't change, as shape/mesh etc might have done
which does imply that the bone transforms could change, while the bounds might not. However that case seems like it could be addressed another way; relying on this chain of functions to push that update is probably not ideal.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Installer 4.10 failed with error code R-1603
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38664 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.13, 4.14 |
Created | Nov 16, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |