Is the 'bIsNativeBranchingPoint' necessary in AlsAnimNotifyXXX? #449
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I'm also interested in hearing about this. I've had to use branching point for things that are gameplay critical like triggering a notify for a gameplay ability within a montage but have heard for typical use cases it shouldn't be used? |
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The first point is, two branch point can not put in the same time. For example, if you have two NotifyState both start at the beginning, unreal will report warning and tell you only one of them will be trigger. |
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I've done a little research, and it seems that branching point should be used in notifies that may affect the playback of the current montage. Branching point notifies are executed as early as possible, immediately during the
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I found almost every AlsAnimNotifyXXX set the
bIsNativeBranchingPoint = true
, including SetLocomotionAction, EarlyBlendOut, SetRootMotionScale, etc.But the branching point should place only 1 in a single frame. So it could be better to use the bIsNativeBranchingPoint as little as possible. And the branch point is used to keep the order between AnimNotifies, so I think maybe all of them is not care about this.
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