Well here goes another long post of replies! Haven’t been watching this like I should recently but I’m both here to catch up on answers. In my next post I’ll give an update on what’s coming.
You can specify collision shapes, either as a separate mesh, or as one or more convex shapes. Not sure I get what you’re having issues with from that image.
Thank you both for your support! Glad it was useful to you. It would be amazing to receive a dev grant for the RMC.
Well that’s a new one. Did you ever figure this out? I haven’t personally tried to use both of them in the same component. Working from blueprint doesn’t surprise me since that looks like an include issue within the headers.
Not quite sure I see how you set that up but the first things I would question would be this… If you have 317 different sections within an RMC or 317 different RMCs then that’s not surprising since that’s a large amount of draw calls. If you combined them all into one mesh then you’re always drawing all of them no matter what. The HISMC has some internal culling IIRC. As for collision, after the absurd cook time it would take to process all of that on startup it should in theory run ok as I’ve seen maps with substantially more polys run ok in physx collision. The HISMC wouldn’t need to cook anything as it would just have physx instance the same precooked mesh 317 times. So would need to know more about how you set things up before I could really answer why you’re getting the performance characteristics you are.
By default the RMC will create mesh collision which is always static as PhysX doesn’t support moving collision on polygonal meshes. For standard mesh collision it should have almost identical performance to the standard static mesh after it’s cooked, but the cook times can get pretty insane for large meshes (2-20ms)
As ioFlow already said yeah you can get it to render in editor by creating the mesh in the construction script in bp or cpp. Some times you might have to force tick enable in viewports though IIRC.
Honestly, this version I’m only kind of maintaining right now. It will be running on 4.15 soon though. Actually I’ve already submitted the marketplace update, so that should be up within the next week, and the github version has been updated to support it. I haven’t gone through the headers to simplify them though as I’m more focused on the next version (more in my next post).
I’ll answer the first part in my next post as to what’s coming. It’s definitely coming, but it’s not here quite yet. As for a temporary measure, the way I’ve seen several people do it is just manually track it and turn visibility on/off on separate sections for each LOD. It works, but you don’t get things like dithering or even the likely more efficient LOD management the engine can do for you.
I think you can actually do dithered fade yourself within a material, but it means manually managing it. Again, see the next post for what’s coming.