Bounds · Lighting · Performance
Large deformations, long Pose Histories, and many concurrent Signals can incur greater runtime cost in the actual game than in Preview.
Bounds and On-Screen Verification
UOverAnimComponent calculates conservative render bounds required by active Regions and Modules and automatically adjusts the Target Mesh's Bounds Scale. Expansion is applied immediately, while shrinking is delayed by 3 frames to reduce flickering shadows and culling at boundaries. Clear OverAnim restores the previous or external baseline value when the current value is owned by OverAnim.
If Mesh bounds contain NaN or have an invalid extent, dynamic bounds are disabled and a warning is logged. Large deformations can then be clipped by culling or shadows, so inspect Result, Split, the actual gameplay camera, and the shadow pass together. Camera Safety Limit and Camera Readability Correction are on-screen deformation policies and are independent of render-bounds calculation.
LOD
The Bone Group's LOD Policy handles cases where Region bones may be missing at the target LOD.
Allow Inactive: Allows the Region to become inactive at the LOD.Warn If Inactive: Reports deactivation as a warning.Require Coverage: Treats missing required Region bones as a contract error/warning.
Signal and Response Budgets
Request Budget includes per-frame limits.
Max Pending Signals Per FrameMax Resolved Requests Per FrameMax Active Response Slots- Slot Lifetime range
These values must all be at least 1. Raising the limits can increase the number of requests that can be processed, but also increases frame cost and concurrency.
Relative Module Costs
| Item | Settings Affecting Cost | Runtime Impact |
|---|---|---|
| Smear / Follow Through | Num Frames, History Source |
Pose History storage affects memory and evaluation cost together with the number of control points. There is no separate sampling interval property. |
| Contact Dent / Impact Ripple | Concurrent Contact/Ripple count | Request and active ripple counts limit the number of concurrent runtime proxies. |
| Bone Scaler | Bone/Attachment propagation | The selected Bones and attachment propagation graph determine the evaluation scope. |
| Many Regions | Masks, Responses, and module count | Region, Rule, and Module counts affect route resolution and the number of evaluation targets. |
| Automatic Motion | Analysis targets and sensitivity | Active Motion Signals and analysis settings determine motion-detection evaluation cost. |
Base deformation composites Morph Target, Linear Blend Skinning, and Cloth results first, then applies OverAnim Modules on top. The cost of Morph and Cloth themselves is not included in the OverAnim Request Budget, so measure characters that use them together based on the complete deformation pass.