For the past week, I’ve been working on Skeletal Mesh Merge [SUB]Ref[/SUB]](https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/#skeletalmeshmerge). To reduce draw calls further, the use of Texture Atlases is recommended. To meet my design goals and approach to entity construction / customization, I’m researching into the possibility of *Run-time Dynamic Texture Atlas Materials *for use with Skeletal Mesh Merging and Static Merge Actors.
My first challenge is figuring out how Create a Array of TextureParameters for use inside a Material. The TextureParameters will be assignable at run-time. The second challenge will be to align The Array of TextureParams in a Grid within the material.
I’m also considering using a material merge similar to the Merge Actor for Static Meshes. The feature has the ability to merge materials. The process is time consuming, however, I would rather have the option to create/save in real-time then no option.
Pursuing this will require the creation of a plugin to to convert skeletal meshes to static meshes, then merge the meshes and create combined texture atlas from their respective textures, then apply the texture to the skeletal meshes. The disadvantage is that the material merge can only be performed on a single LOD.
I’m open to ideas on this lets discuss.