See UDN Thread: Possibility for reducing loading times for morph targets by moving work to editor/cooker/ddc (whichever is appropriate)


Loading times: Our model has ~70k verts and ~900 morphs – On device, the FSkeletalMeshLODRenderData::InitResources routine will take about 30 seconds. Looking through the code, it seems to be performing a couple of things – consolidating the vertex/morph permutations by Tmap-ing(on 900-bit key [Image Removed] ) and then sorting/arranging for better cache. Not sure I follow what DivideAndConquerPermuations is doing but since it's called per-permutation (~11k) it's another chunk of time – is there a big runtime win here?

so... can these computations be performed during cook instead of per-load?


Steps to Reproduce

This does not need to be done anymore because this computation has been moved to the GPU instead.

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Won't Do
ComponentUE - Rendering
Target Fix5.0
CreatedMar 21, 2018
ResolvedJun 12, 2021
UpdatedJul 1, 2021