Tala Esenlikler

Locked authoring and synchronization reliability update

Performance And Profiling

Measure Pose Overlay in the same character-count, LOD, URO, Aim, IK, and State configuration used by the target game.

Pose Overlay 1.0.2 UE5.8

Runtime Design

Runtime evaluates synchronized sparse data. It does not run the authoring Control Rig, rebuild editor authoring structures, or synchronously load Set assets during animation evaluation.

Available Profiling Surfaces

  • Unreal Insights named Pose Overlay scopes.
  • CSV Profiler scopes.
  • stat PoseOverlay.

LOD Threshold

The Stack node exposes LOD Threshold. INDEX_NONE keeps Pose Overlay enabled at every LOD. A configured threshold bypasses Pose Overlay Stack resolution, Aim, composition, and final IK above the allowed skeletal-mesh LOD while the source graph continues to update.

Update Rate Optimization

Pose Overlay follows the Animation Blueprint’s update/evaluation schedule. Profile with the same Update Rate Optimization policy used by the shipping character.

Benchmark The Real Scenario

Performance depends on active character count, requested Sets and States, affected bones, source changes, Aim evaluation, IK mappings, LOD, and update rate. Measure representative crowds and gameplay, not only one preview character.

Reporting Benchmarks

When publishing benchmark numbers, record engine version, build configuration, hardware, character count, skeleton complexity, active features, LOD/URO policy, sample duration, and the statistic being reported. Without that context, a single millisecond number is not portable to another project.

Optimization Order

  1. Verify LOD and URO policy.
  2. Measure Stack Update and Evaluate scopes separately.
  3. Compare State-only, Aim-enabled, and IK-enabled cases.
  4. Inspect source churn and reporter instability if resolution work is unexpectedly high.
  5. Profile the final packaged configuration before setting a production budget.