[=Xilverback;342115]
I’m not sure this accounts for all the data usage but there are 3 copies of your mesh data, the One you send to the CreateMeshSection Function, the FMeshProxySection and the Actual Factories. Then CollisionData is it’s own separate memory allocation. Tangents, normals, color data, If you’re not taking those into account could be factoring into it as well. How are you removing the sections with the ClearMeshSection function?
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Yeah I did a recalc of the size and if there are three copies being stored it would explain the memory usage.
Clearing and creating sections are done by (int)VoxelTypeEnum::Air and used as id for the clearSection, same with creating sections.
I have one Array for vertex and triangles per (int)VoxelTypeEnum 3 of them. Air, Dirt, Rock.
What I think is that i need to dig deeper, look at how the procedural mesh is put together and actually put this together at the same low level, accessing the actuall base level vertexbuffer etc.
For now I rescaled and recreated all my “voxels” as actors, it works for the concept and gives me “onClick” functionality, but needs to be fixed if the concept seems to be fun. But don’t want to burn time getting things just to render in the way it should look and behave as it should, when I can do it in a smaller scale for now.