DO NOT USE MASTER BRANCH FOR REAL PROJECTS!! It is expected to be very unstable for the next few days!
The Runtime Mesh Component allows for rendering runtime generated meshes as well as supporting collision with the runtime generated meshes. It is also nearly 100% compatible with the UE4 UProceduralMeshComponent
Examples project can be found here https://github.com/Koderz/UE4RuntimeMeshComponentExamples
Improvements over UE4 UProceduralMeshComponent:
- Frequently updating sections use faster update path and dynamic buffers
- Static objects use the static draw lists for lower overhead rendering
- Faster updates to sections for frame-by-frame update scenarios.
- 50%+ memory reduction.
- Multiple UV channel support.
- Custom vertex structure support.
- Corrected collision support, less cooking overhead. (More to come later)
- Collision only mesh sections.
- Shadow casting controllable per section.
- Serialization configurable to reduce map sizes when mesh saves aren't necessary.
- Sections can have separate vertex position buffer allowing for fastest possible updates when updating only the vertex position
** New Features!! **
- Nav Meshes now work!!
- Tessellation support!
- Normal/Tangent calculation implemented (will be improved soon hopefully)
- StaticMeshComponent <-> RuntimeMeshComponent conversion