I just finished watching Ryan Schmidt’s tutorial on using Geometry Scripts to displace geometry (UE5 Geometry Script - Displacement Map - YouTube). I’m quite new to the platform and have a few questions.
Can the geometry script run during runtime? After hitting play, any changes I make to the blueprint are not reflected in the mesh.
Is it possible to trigger this displacement to happen every frame instead of whenever the blueprint settings are updated? When I use EventTick in the graph, nothing happens at all.
Thanks++ for any tips!
I would take a look at this one
So I could change the displacement at runtime with
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Thanks so much for your reply & pointing me in the right direction. I actually stumbled this video last night after doing some more research on geometry scripts and I can wrap my head around what’s happening and the difference between the two approaches (in editor vs. runtime).
The graph you shared only runs 1x and I’d like mine to run every frame. The issue I’m running into is that the tessellation and displacement is running on the dynamic mesh, creating a recursive loop and a lot of data (!) due to the tessellation. Unreal freezes up and crashes within a few frames.
I tried to separate my blueprint into two sections: one that runs on begin play (tess) and another that runs every frame (displacement). In order to avoid the above sitch, I’m copying the dynamic mesh to allocated compute mesh and then clearing the dynamic mesh. Unfortunately, this dynamic mesh ends up being empty and nothing is drawn to the screen. Do you see any issues with my approach?
I don’t really know anything about it, actually 
The example I gave above, does actually run every frame. The tessellation increases over the duration of the timeline.
What I can tell you, is you can forget most people being able to use this at runtime on their machines. I get about 10 fps. To be fair, that could be because I’ve written it wrong, but I don’t think so.
Oh, my bad, I see how the timeline is updating this every frame.
Well, thanks a million for giving it some thought.
This was actually for a non-realtime render, so I’m not so concerned about the frame rates. I might end up switching to UE4 since this doing vertex displacement is much more straightforward.
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