Is there any way to replicate the UProceduralMeshComponent’s behaviour but on the GPU?
I need to create and update a lot of procedural meshes every tick and I want to free the render thread from that task and directly send them to the GPU.
I was thinking about Compute Shaders. Maybe some of you guys could point me in the right direction.
Hi PacaPaw,
I don’t think what you’re wanting is realistic I’m afraid.
Depending on what you’re wanting with those meshes - maybe look into actor pooling or just working with HIMS directly with their transform arrays…
Thanks for the answer!
I dont think that HISM or actor pooling would help me in this case, since im not using lods and im spawning multiple different PMC inside multiple actors.
Theres a part of PMCs methods UpdateMeshSection and CreateMeshSection that always enqueues a task into the render thread. I need some way of performing the same task but on the GPU.
I thought that maybe Compute Shaders could help but its hard to find information about that.