Model animation gets choppy from small distance

Hi, I made some pumping animation for a model, and in-game it gets choppy and low quality when I get farther from the machine. I am new to UE, so i am guessing this is some LOD-like feature, but other animations in the game do not get low quality this close to the machine. I am using an animation blueprint with a state machine. Idle state is no animation, producing state is pumping. It should have a transation when starting up or stopping. State is determined by whether the machine is producing. My main problem is the animation quality dropping real fast as getting farther, a more minor problem is that the transitions do not play, in fact there is no animation at all when the machine is not producing, it just freezes. I would like to stay away from C++ and work only with blueprints when I can. Any help is much appreciated <3
Solution:
Try changing mTickExponent and mSignificanceRange
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45 Replies
Rex
Rex3mo ago
I think this is a Satisfactory-specific optimisation and it might be controlled by some property in the buildable
Archengius
Archengius3mo ago
It is. The base game also has very noticeable appearances of the same issue It's related to the distance based tick frequency reduction. Not sure which system specifically drives this behavior, probably significance
Rex
Rex3mo ago
Does this also happen to vertex animations?
Archengius
Archengius3mo ago
No, they do not tick
Argual
ArgualOP3mo ago
Can it be edited? I tried tweaking most LOD and culling related settings, did not find a solution. Oh and I did not mentio, but I am an absolkute beginner to modeling, animation, UE, etc And to writing properly as it seems :D
Rex
Rex3mo ago
I vaguely remember seeing some mSignificanceRange property in buildables, not sure what it does
Argual
ArgualOP3mo ago
that is it I just tewaked the significance I will write down the specifics for others in a sec
Solution
Archengius
Archengius3mo ago
Try changing mTickExponent and mSignificanceRange
Argual
ArgualOP3mo ago
So, I had to up the significance range (M Significance Range) on the buildable to fix the choppiness. And I had to enable the "M Does Have Shutdown Animation" boolean property to allow for the animations while off.
Archengius
Archengius3mo ago
If you just uncheck mIsTickRateManaged on the buildable the significance system will probably leave your tick alone No other changes are probably necessary
Argual
ArgualOP3mo ago
Thank you both for the help Isn't it more optimized if it is still managed?
Archengius
Archengius3mo ago
Yeah. Not touching the settings is probably the most optimized version you can get
Argual
ArgualOP3mo ago
I am just guessing that it is less resource intensive when the player gets farther, but if i untick it it will play the animation properly even when it is unnecessary I think I will try to find a significance range where the low quality animation is no longer a problem
Rex
Rex3mo ago
Which value did you have before, and which value did you increase it to?
Argual
ArgualOP3mo ago
I had 10000.0 (which is 100 meters in UE IIRC) and i just upped it to x100 (1000000.0) to check, I will now try to reduce it, 10 000 is probably unnecessarily huge
Archengius
Archengius3mo ago
How common is your building?
Argual
ArgualOP3mo ago
hmm, i think as common as a packager has similar functionality, the model is very similar as well since i just pillaged some other assets and slapped them topgether
Archengius
Archengius3mo ago
then I recommend keeping the tick rate managed but maybe lowering the tick exponent
Argual
ArgualOP3mo ago
Do you mean lowering the tick exponent while not increasing the significance range? Or increasing the range and lowering the exponent?
Rex
Rex3mo ago
Try keeping the original significance range, and lower the tick exponent
Argual
ArgualOP3mo ago
I tried it, it did not help. I also tried increasing it without noticeable changes I upped the range to 3x of the original (3x the significance of the packager), it can be noticed from a distance, but not as obvious as before also I just remembered that I cannot build the building without locking it first. When I just try to place it naturally, the game says "surface is uneven" no matter how flat, even on foundations. I did not change the factory legs or collisions yet, they are the same as the packager. I can only build it by locking the hologram first
Rex
Rex3mo ago
You made a custom mesh, right? It needs sockets for the legs
Rex
Rex3mo ago
Fluid Freight Platform uses these settings
No description
Argual
ArgualOP3mo ago
I will try them heck, i think i deleted them accidentally :D
Rex
Rex3mo ago
Welp, they can be added from within UE
Argual
ArgualOP3mo ago
hmm, i cant see them on the packager asset. Are the sockets components or are they property values like an array?
Rex
Rex3mo ago
On the mesh itself Not the buildable
Argual
ArgualOP3mo ago
So i have to add them in blender?
Rex
Rex3mo ago
:thistbh: If you haven't dumped the assets, the placeholder mesh won't have any sockets https://dev.epicgames.com/community/learning/knowledge-base/4yxE/unreal-engine-how-do-you-add-a-socket-to-a-static-mesh
Argual
ArgualOP3mo ago
ooh
Rex
Rex3mo ago
I think that's how it worked At least it did when I did stuff back in U8
Argual
ArgualOP3mo ago
Do I just add the sockets? I added 6 to where the legs would be, but the problem still persists. I added them to the static mesh.
Argual
ArgualOP3mo ago
No description
Rex
Rex3mo ago
Ah, they also need to be referenced in the buildable, by name Something about legs or feet
Argual
ArgualOP3mo ago
oh i found them legs
Rex
Rex3mo ago
It's an array of names
Argual
ArgualOP3mo ago
yes Hmm, still not working maybe i need to have a clearance component, not just the data on the buildable property
Rex
Rex3mo ago
What exactly doesn't work? I forget
Argual
ArgualOP3mo ago
the game say surface is uneven wherever i try to place the building if i lock it (using H) it can be placed
Rex
Rex3mo ago
If you press H, can you place the building? Logs might also say if factory legs failed to spawn
Argual
ArgualOP3mo ago
can I view the logs in game, or only in the log file?
Rex
Rex3mo ago
You can run the game with the -log argument and it'll open a window to show logs
Argual
ArgualOP3mo ago
no errors/warnings when building / selecting the machine for building
Rex
Rex3mo ago
Hmmm, there's settings for feet offsets, some in hologram
Argual
ArgualOP3mo ago
Okay, found the solution: In addition to adding the leg sockets, i had to rotate the ones on one side (the ones with negative values on X axis) 180 degrees around the Z axis Thanks again for the help :)
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