I’m using UProceduralMeshComponent, and have been happy with it. But we have to call methods like ClearMeshSection or CreateMeshSection on the game thread, so performance is critical (async isn’t an option for me).
Currently each call to ClearMeshSection or CreateMeshSection will rebuild the collision data.
In my application, I have objects with lots of mesh sections and they have to rebuild the collision each time a section changes.
I’d like to have something like the following:
void DeferCollisionUpdates(bool shouldDefer)
where I would call this with true before I start updating my sections and the component would stop updating collisions after these updates.
Then I would call it with false when I’m done, and the component would do the collision updates at that time.