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Lumberyard
User Guide (Version 1.14)

Pre-caching Cinematic Animations

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

Pre-caching is used to avoid animation streaming problems at the start of a sequence. The pre-cached animations remain in memory until a scene is played. Once playing, a sequence automatically pre-caches the next two seconds of needed animation data.

Optimally, pre-caching is triggered about 4-5 seconds before the sequence starts playing. However, in some cases, shorter pre-caching times work just as well. The slowest platform is the deciding factor for determining the time that is needed.

A simple pre-caching setup using two entity:ProximityTrigger Flow Graph nodes is shown below. The PrecacheTrigger input on the Animations:PlaySequence Flow Graph node pre-caches all animation data that is needed to play the first two seconds of a sequence.

If the Start Time value of a sequence has been changed to be larger than 0, pre-caching takes this into account and does not load any animation data that is not needed.