Hi all, I am late to this all, but I’ve updated the Wiki page and the ProceduralMesh repository.
[=mordentral;165240]
For the final argument of ‘CreatePrimitiveUniformBufferImmediate’ I get sporadic crashes if I don’t True it.
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I’ve look a bit at the Unreal Engine code to better understand how they use this:
BatchElement.PrimitiveUniformBuffer = CreatePrimitiveUniformBufferImmediate(GetLocalToWorld(), GetBounds(), GetLocalBounds(), true, UseEditorDepthTest());
It works for me in cooked game under 64 bits.
Cheers!