I’m new to UE4 and I’m messing around with the ProceduralMeshComponent.
I managed to load an obj file using Assimp library, loading any textures associated to it and displaying it in the game; all of this at runtime. It works and looks nice. In the image below I’m loading an obj found on the test meshes of Assimp library.
Now, I was wondering, how does loading a previously unknown mesh at runtime affect the lighting and shadowing of the object and the objects around it? In the editor there is a “Build” button to build lighting, but it needs to have all the components already in the editor to make a proper build. So, what happens when loading a mesh at runtime? Will it “break” the lighting, will it look inconsistent?
If so, is there a way to build the lighting at runtime via C++? I don’t care much about loading times at runtime, I would need to do it one time only at the beginning.