V2.0 Released!
So, this is long overdue…
V2.0 is now complete! Additional information can be found at the first post in this thread!
With this release there’s numerous improvements like…
- Slicer Support!! You can now use the procedural mesh slicer.
- Collision cooking speed improvements.** (new)
- High precision normals support (new)
- Tessellation support (new)
- Navigation mesh support (new)
- Fully configurable vertex structure (new) (sort of limited for now due to engine requirement but will be resolved soon)
- Ability to save individual sections or the entire RMC to disk (new)
- RMC <-> StaticMeshComponent conversions. SMC -> RMC at runtime or in editor. RMC -> SMC in editor. (new)
- Normal/Tangent calculation. (new) (will be getting speed improvements soon)
Much of this has been available in GitHub for a while now, but this is the release of v2 which means it’s updating the marketplace! There’s a hidden repo with the slicer (link in the first post) as it contains engine code so it can only be accessed by valid licensees. Also I will be slowly working on new examples, and updating the docs over the next couple of weeks, but as always feel free to contact me if you need help!
For those of you waiting on the marketplace version, it has been submitted. I expect it will take Epic a couple days to push this through if there are no issues.
Thanks everyone for your patience, as this took way longer than expected! I have big plans for v3, but for now I’m going to keep quiet and not promise anything yet to keep from having to delay it multiple times!