Any way to update procedural mesh faster?

Hey there !

I’m trying to make a destructible environment using procedural mesh. The environment is broken into different mesh sections and whenever a player destroys a part of the environment that mesh section has to be recreated with CreateMeshSection(), which freezes the game for a fraction of a second. Is there a quicker way to do that ? Anyone can tell how is this achieved in this video ?

This is achieved using voxel, it’s a totally different approach from a procedural mesh generation.

In UE5 you can use Geometry Scripts achieve something similar (and perhaps more advanced)

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@Ares9323 Unfortunately as far as I can tell, the Generated Dynamic Mesh Actor is editor only at the moment and must be converted to static mesh for runtime (please correct me if wrong!). They hinted at other things coming so maybe get some good runtime components in the future.

@BlackSmifNWessun I use the free version of the Voxel plugin on the marketplace for runtime landscape. I’m not sure on UE5 compatability, though.

I’ve run into the ProceduralMeshComponent hanging on updates too. You could look at multithreading the update, but currently those updates happen on main thread and looking the class over it probably isn’t thread safe. You might be able to for each edit build another PMC on another thread then swap them run-time, but probably not the best approach.

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