It is absolutely necessary for our project that we cook collision geometry at runtime. Neither our triangle meshes nor the data we use to generate them will be available prior to runtime. Is there any way at all to circumvent this restriction? Would it be possible to link directly against the PhysX 3.3 libraries, instantiate a PxCooking object ourselves, and produce the necessary PxTriangleMesh objects? Or is there some appropriate location we could hook into Unreal’s physics code to manually perform collision detection between AActor objects and our runtime triangle meshes?
I am loathe to point it out, but the Unity engine does allow for the creation of Mesh objects at runtime, with arbitrary geometry, which can then be passed both to MeshRenderer and MeshCollision components. Unity is clunky, has wildly unpredictable performance, and severely constrains our artists relative to UnrealEngine’s more sophisticated toolset, but in the past we have had no real choice because of our hard runtime mesh generation constraint. I am hoping that with UE4’s direct C++ access that we can figure out how to get this up and running, so that we can migrate our team away from Unity permanently. I am willing to do arbitrarily large amounts of work to get this working, so please let me know if there is any path that you see which is feasible.