I am very new to UE4, so please dont bare with me if the question is too trivial.
I am having a huge mesh generated by a photogrammetry system such as Photoscan.
The mesh can contain several millions or even billions of triangles.
From some posts I saw that big files cause problems for the editor, thus I would like to load a mesh as a stream.
However, the LOD issue remains.
In summary, I would like to acomplish the following points:
Load a mesh (vertices) at run time as a stream
Structure it in a LOD format, which can be handled by UE4. Note, the mesh is a general one. Its not a heightmap of a terrain.
Read textures and apply LOD for real time rendering.
Is there some approach I could use for this? Would be great to see some examples in the tutorials, since I am new to UE4 but experienced in C++.
Thank you very much in advance!