Runtime Mesh Component

I have got RMC threaded, well the vertex generation part at least. I basically created a class extending FRunnable that handled the vertex generation of a subdivided plane and then when the thread finished I pass the indices and vertices over to the actual runtime mesh pointer and call CreateMeshSection and UpdateMeshSection with it. It scales very well, but for best performance you would want to pass all the vertices and indices in one batch and not section them. The only problem I’m facing right now with this implementation is figuring out what the indices should be for the vertices now that I’m passing it in as one batch. I put up a question on answerhub addressing this if you want to check it out:

https://answers.unrealengine.com/que…eneration.html

You should check out 's tutorial on multithreading, the implementation he outlined works very well for this use case.

https://wiki.unrealengine.com/Multi-Threading:_How_to_Create_Threads_in_UE4