Is generation of nanite meshes during runtime possible?

So if that’s the case, how many procedurally created nanite meshes is it feasible generate at build without severely impacting your games performance and loading time? Or I guess an easier question to answer would be; does the computational cost of generating nanite meshes at build have a noticeable difference in comparison to the generating of regular, non-nanite meshes at build? And if it does how noticeable would you say that difference is?

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