Runtime Mesh Component

I’d have to see more of how you have things configured. My first guess would be whether you have the light set as static, make sure it’s stationary/dynamic. Beyond that I’d have to see how you have the RMC configured as well as other lighting config like directional light/skylight/fog.

Haven’t had the time to follow much on the forums recently. I used to track what you were doing. Looks like you’ve made some serious progress!
As for 4.16. Unless there’s breaking changes introduced (won’t surprise me) it should already work. If you mean uploading it to the marketplace, I’m not sure I can for a preview build of the engine. I haven’t directly tried v2 in 4.16 yet, might have time in the next few days to give it a shot. RMCv3 is being developed on 4.16 and is likely to be 4.16+ only, might support 4.15 if it’s not much work but I won’t be backporting beyond that. You could get the RMC from github (if you do just get master branch, not the release builds) and install it to your project.

On another note, I’d be interested to hear your feedback on the RMC as to what you’d like to see added/changed/improved.

Those aren’t really meant to stick around as an member variable. They’re meant to live for the short time you’re creating/updating something. The one you had, like the one below, is the correct way to set that up. You could do it on the heap, but I wouldn’t recommend it. Inside whatever generation function you have, just create the 2 builders, do whatever, submit them to the rmc and let them get destroyed when they go out of scope.



	FRuntimeMeshComponentVerticesBuilder VertBuilder(true, false, false, false, false);