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How this compares to FMeshDescriptionBuilder?

Open hermesonbf opened this issue 1 year ago • 4 comments

Unreal Engine has a way to build static meshes at runtime that is built in, using FMeshDescriptionBuilder to create the meshes:

https://www.reddit.com/r/unrealengine/comments/pn53lo/building_a_staticmesh_in_c_during_runtime

This plugin apparently does the same, it can create meshes that render using the static draw path, are the meshes created by this plugin any faster than the meshes created by FMeshDescriptionBuilder?

hermesonbf avatar Oct 04 '24 09:10 hermesonbf

Is that set of C++ classes editor-only? RMC works the same in packaged builds.

connorjak avatar Oct 04 '24 15:10 connorjak

Also I'm pretty sure RMC5 has a static path draw mode as one of the mesh setup options

connorjak avatar Oct 04 '24 15:10 connorjak

FMeshDescriptionBuilder is not editor-only, static meshes can be generated at runtime in the packaged game with it, I did it myself and it worked.

hermesonbf avatar Oct 04 '24 15:10 hermesonbf

If I remember correctly, I think creating a static mesh at runtime with "FMeshDescriptionBuilder" is slow with things being forced to happen on the game thread, while the RMC can do almost the whole mesh setup on custom threads.

Would be good if someone would do some performance comparisons to really see how much difference there is.

RMC also has support for automatic distance field generation and static raytracing (so both Lumen SWRT and HWRT), which static meshes created with FMeshDescriptionBuilder do not have as far as I know.

JohnAlcatraz avatar Oct 06 '24 00:10 JohnAlcatraz