I’m trying to create many actors each with a procedural mesh that shares the majority of it’s vertices with the mesh of other actors. Using a procedural mesh component for each actor currently takes on the order of minutes for ~100,000 such actors with only six triangles each (they will eventually be more detailed too).
Is there a faster way to build each mesh? Or share a mesh between actors? At most one or two actors will be updated each tick after they are built, but I need to be able to determine which actor (or at least mesh section) is the target of collision events.
If not, any lower level parts of the engine I should look at for mesh generation?