Need help creating a Dynamic Scene Proxy that can draw multiple meshes from component

Trying to create a Scene Proxy to go with my New Component that takes in multiple objects and attempts to draw them. Was wandering what the best method for passing that data as it changes during runtime, and keeping track of all of the Render Resources that the Proxy would need for the passed in data.


class UPaperSkeletonComponent : public UActorComponent
TArray<USlot> Slots; // <— These contain a .GetRenderInfo() method that returns a struct necessary to render itself, which needs to be passed to the Scene Proxy for this component, (Note: Every USlot has a different attachment, which can return different Render Info)

Any time towards help/examples are greatly appreciated! :slight_smile: