Can anybody advice me on how to do a proper lighting with the runtime mesh component without taking a performance hit? I am unable to maintain 90fps in a oculus rift with Geforce 1070 after I turn on dynamic lights and shadows from a single directed light source with a very simple scene - an apartment with 2-3 rooms, where every room is an actor with 3 subComponents - floor, ceiling and walls - all of them are a single RuntimeMeshComponent, although the walls component has many different sections - 4 to 30, depending on the room topology, every section is a flat surface though. My meshes are procedurally generated once at a startup from a text file and never touched afterwards.
