I am working in a custom implementation to render some components in our game, right now I am trying to implement a custom BVH for our geometry, I am overriding the following 2
virtual bool HasRayTracingRepresentation() const override { return true; }
virtual bool IsRayTracingRelevant() const override { return true; }
But the :
virtual void GetDynamicRayTracingInstances(FRayTracingInstanceCollector& Collector) override final;
Never seems to be called. On my custom UPrimitiveComponent I am setting these 2:
bVisibleInRayTracing = true; SetMobility(EComponentMobility::Movable);
I kinda feel like I am missing a very simple step here, using the:
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFami....
draws correctly my geometry.
All my code is based on the UProceduralMeshComponent as example, but I have been 2 days at it, and I cant really find on why is not calling the raytraced one, a bit of guidance will be appreciated.