Procedural Mesh Replication large data

Hi,

I have some trouble replicating Procedural Mesh information. In my game the host can import an obj object which will be turned into a Procedural Mesh, all during run-time. The trouble starts when the client joins. What I found out so far from older threads about this topic is that Procedural Meshs are not replicated. That I can confirm because everything works fine if I use a mesh object. So my question is how to handle Proc-Mesh replication best?

Here are options I found:

  1. Procedural Mesh needs to be rebuild on Client side (That works if I store all proc-mesh data into a save game and the client has the same save game, but than I have to copy paste the save game somehow)
  2. Convert Proc-Mesh into Static-Mesh (Haven’t found a run-time implementation)
  3. Replicate Proc-Mesh variables Vertical array, Normal array and so on (That only works with smaller arrays and is extremely slow)
  4. Found threads talking about RPC data transfer in chunks. (Going to look into it next)
  5. Maybe data assets (Need to look into it, probably same slow rep problem if even possible)

Again the information I found was often from 2016/17. So two years later any is there anything else?

What are you using? what would you recommend?

thx.

Hey.
I have the same problem, did you find out anything?

Yes, I was able to find a way. I’m using ObjectDeliverer Plugin and Blueprint Streams Plugin. I convert my mesh with Streams into bytes and then send it via ObjectDeliverer.

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HI, could you give us more information on how you made it? Please.