When trying to utilize my large animation graph, my output gets flooded with the following error:
exception while signaling: Attribute total payload exceeds 1024 bytes
I wasn’t sure what was causing this, as my graph parameters and regular attributes were well below those thesholds. So I dug a bit deeper.
Under RobloxReplicatedStorage, there is a folder called AnimGraphServerAuthorityReplicationState and under this folder was another folder with a huge payload of attributes:
I reckon this is the culprit. It’s some internal hackery being used to support animation graphs in server authority through attributes. But since my animation graph has a lot of connections and parameters, it overflowed the size limit.
Hey @Maximum_ADHD, we’re making a few changes to reduce the payload of graphs in server authority, which will be available soon. Will keep you updated.
That being said, those changes may not be enough to make all graphs compatible with server authority because we’re constrained by the payload limit of the system. We’re exploring ways to increase the Server Authority limits, but until then, you might need to find ways to reduce the payload yourself (reduce parameter count, shorten parameter names, reduce graph complexity).
I’m going to try and make some kind of graph compiler that can stitch together the graph permutations I have into different graph assets.
The complexity is hard to avoid because the system is a closed loop, so I can’t control how multiple animations layer together unless I have full control over the output graph.
If we could have reusable subgraphs in the future, it would make this process a lot easier.
I agree, Roblox AnimationGraphs are still way too far away from industry standard for any publishable game at the moment. Roblox wants to make this approach towards realism, yet Studio features should’ve been the priority way before all the Rthro Bodies, Layered Clothing, Dynamic Heads, and Face Tracking. Also who decided to simultaneously work on network replicated AnimationGraphs at the same time as introducing a new Network Model that changes how things were replicated? That sounds so problematic and unplanned. I’m aware that Roblox has been far behind industry standard features for years, and it’s great that they are making strides to catch up, but, I don’t think AnimationGraphs should’ve even been started on until ServerAuthority was finalized. One kind of relies on the other.