Sequencer.DeferMovementUpdates

Sequencer.DeferMovementUpdates

#Overview

name: Sequencer.DeferMovementUpdates

This variable is created as a Console Variable (cvar).

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 */