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After you apply an Effect to an object, you can audition the original unprocessed version by bypassing the Effect. You can apply several Effects to an object, and you can bypass each one individually or bypass all Effects. You can bypass Effects at any level in the hierarchy, and you can also bypass effects in-game by using the Bypass action in the Event Manager or by using an RTPC or a State.
Effects add to CPU usage at runtime. If CPU usage is a concern, you can bypass Effects and observe the impact on CPU usage in the Performance Monitor. Refer to Performance Monitor Settings for details on enabling CPU-related counters. For information on Effects and CPU usage, refer to Effects Tips and Best Practices.
To bypass one or more Effects:
Open an object in an Object Tab or the Property Editor.
Select the Effects tab. The Effects table lists all of the Effects applied to the object. Each Effect appears in a separate row.
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If the object is not a top-level object, you must select Override parent before you can select an Effect. |
Bypass individual Effects or all Effects by doing one of the following:
To bypass an individual Effect, locate it in the table and select Bypass at the right side of the row. Repeat as required.
To bypass all Effects, select Bypass All at the bottom of the Effects table.
The selected Effects are no longer processed.
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