#pcg-framework
2 messages · Page 1 of 1 (latest)
Ok just to explain a little more on this in case you still don't know what world position offset means and how it relates to pcg. Wpo is used in materials to make static meshes animated. It involves using a math function to calculate the offset of each vertex as a vector. Very commonly applied to things like grass swaying or general wind movements. It is cheaper than skeletal meshes but not at all "free", in terms of computation (especially with nanite). When they are talking about wpo disable distance this is essentially a max distance beyond which a mesh instance stops animating via wpo. This is a key optimization because you really won't notice blades of grass and small foliage have stopped swaying when they are very far away, but you might notice if they disappear completely. Depending on your setup this can be an important optimization.
It is related to pcg loosely in that you can have pcg write the wpo disable distance when you spawn a mesh. So you can say grass disables wpo at x distance, bushes disable at y distance, and trees disable at z distance
Ha you're funny. I still barely know what I'm doing 🙃 maybe in a year