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Performance and Troubleshooting

ဤအကြောင်းအရာကို သင့်ဘာသာစကားဖြင့် မရရှိသေးပါ။

Tool How
Stat group stat VertexTurnInPlace shows Component Tick, Dispatch Footsteps, Node PreUpdate, Node Evaluate.
Unreal Insights CPU scopes use the same names.
Visual debug vertex.TurnInPlace.Debug 1

stat VertexTurnInPlace output in PIE.

“PROFILING WITH AI LOGGING ON!” is an Unreal Engine message, not from the plugin. The engine shows it whenever stat collection is active while AI logging is on, because AI logging adds cost to the numbers. For clean timings set bDisableAILogging=True under [/Script/Engine.Engine] in DefaultEngine.ini, or launch with -noailogging.

Update Rate Optimizations and Animation Budget Allocator

Section titled “Update Rate Optimizations and Animation Budget Allocator”

The node resets planted feet after more than 3 frames without an update. Test heavy throttling:

Step How
Enable URO Skeletal Mesh Component > Enable Update Rate Optimizations.
Force a rate a.URO.ForceAnimRate 3 (then 4 and 6).
Visualise a.URO.Draw 1
Budget Allocator Enable the Animation Budget Allocator plugin and use SkeletalMeshComponentBudgeted.
Pass Feet never jump between updates while turning.

If distant characters re-plant their feet under aggressive throttling, reduce the skip rate for them, or disable URO for the player character.

Symptom Cause / fix
Nothing happens Component missing, Enabled off, or the node is not in the AnimGraph’s pose path. Check the AnimGraph connection and Enabled.
Feet do not move or slide, body turns Node placed before locomotion or before foot IK / Control Rig, or Alpha is 0. Place it last, right before Output Pose.
Compile warning about bones Skeleton does not match the Mannequin defaults. Fill 01. Legs, Pelvis Bone, Spine Chain, or press a preset.
Turn starts on every mouse move (first person) The component does not change rotation flags. Check your own first/third person switching, then review Turn Start Angle.
Camera runs far ahead of the body Aim Limit Mode is None. Use Drag Body or Clamp Camera.
Quadruped front legs drag Spine Chain contains bones that carry a leg. Use neck and head only.
Extra empty legs after the Quadruped preset Fill the cleared leg bones or delete the unused elements.
Foot snaps at the end of a pivot Raise Pivot Blend Time to roughly the pivot duration.
Feet adjust when slowing to a stop Tune Settle Delay, Settle Distance and Settle Angle (03. Stepping | Settle).
Body keeps moving after the turn ends Raise Turn Stop Angle; check Turn Acceleration.
Footstep notify code crashes or fails The notify receives no Animation asset. Add a null check.
Twisted ankles on fast turns Lower Max Foot Yaw Offset.
Spine twist fights an aim offset Turn off Enable Upper Body Twist.
Aim limit differs between client and server Call Set Aim Limit on both the owning client and the server.
  • Win64 and UE 5.8 only.
  • Biped and quadruped leg chains are thigh, calf, foot (two-bone IK).
  • Clamp Camera is for local players only.