First of all i must excuse for my english. Now to the point. Ive read a lot of articles about streaming levels and LOD (CDLOD, quadtree based LOD etc.). In general i understang how it works but cant get how to put it together within UE. I mean i know how to spawn mesh in the world but how to handle lod updates and draw calls and so on? UE
s garbage collector with its restrictions of using new operator, actor spawning etc.
The question is how to spawn a lot of meshes in proper way with handling them (removing if needed and moving them) I ended up with spawning AActor derived objects with my procedural mesh as RootComponent but not sure it`s the right way?
Will appreciate any help. Thanks
(and in addition how to cook HLSL shaders via C++ with providing extra user data?)