Sequencer.DeferMovementUpdates
Sequencer.DeferMovementUpdates
#Overview
name: Sequencer.DeferMovementUpdates
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
(Default: false) Enables deferring all Scene Component movement updates to the end of a sequencer evaluation to avoid excessive calls to UpdateOverlaps or cascading transform updates for attached components.\n
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/MovieSceneTracks/Private/Systems/MovieSceneDeferredComponentMovementSystem.cpp:17
Scope (from outer to inner):
file
namespace UE
namespace MovieScene
Source code excerpt:
bool GDeferSequencerMovementUpdates = false;
static FAutoConsoleVariableRef CVarDeferSequencerMovementUpdates(
TEXT("Sequencer.DeferMovementUpdates"),
GDeferSequencerMovementUpdates,
TEXT("(Default: false) Enables deferring all Scene Component movement updates to the end of a sequencer evaluation to avoid excessive calls to UpdateOverlaps or cascading transform updates for attached components.\n"),
ECVF_Default
);
int32 GDeferredMovementOutputMode = 0;
#Loc: <Workspace>/Engine/Source/Runtime/MovieSceneTracks/Public/Systems/MovieSceneDeferredComponentMovementSystem.h:15
Scope: file
Source code excerpt:
* updating child transforms and/or overlaps.
*
* This system can be enabled/disabled using the cvar Sequencer.DeferMovementUpdates (is disabled by default)
* Output logging options are controlled by Sequencer.OutputDeferredMovementMode which is useful for tracking
* how many components are being moved in any given frame.
*
* This system runs in the Initialization and Evaluaion phases:
* Initialization: Gathers and initializes deferred movement for any AttachParent components that need (un)link
* Evaluation: Gathers and initializes deferred movement for any Component Transforms; queues up an event trigger to be executed at the end of the phase
* Finalization: Applys all pending movement updates in reverse order
*/
UCLASS(MinimalAPI)
class UMovieSceneDeferredComponentMovementSystem
: public UMovieSceneEntitySystem
{
public:
GENERATED_BODY()
UMovieSceneDeferredComponentMovementSystem(const FObjectInitializer& ObjInit);
/** Request that movement updates for the specified component be deferred until the end of the evaluation */