Runtime Mesh Component

Yeah there’s some usability improvements I want to do to a couple of those things. I don’t like the part where I had to move those settings down into URuntimeMesh but that’s a side-effect of trying to separate mesh data from the component so multiple components could share it. Glad you got it to work. Not quite sure why that’d be changed in postload, where was that happening? I’m going to try to push a PR to Epic this weekend to solve that issue but that’s still likely to take weeks to months to get into a released version of the engine. When I do that though I’ll push the PR into my GitHub fork of the engine for anyone willing to compile the engine themselves.

I might actually force async cook on known engine versions that are broken for synchronous cook. I actually have an idea on a way to get around it, but it’s far from ideal and tricky to setup but I might still do it for the interim.

Btw: Welcome to UE4! I gave up on Unity for this type stuff a long time ago simply because I couldn’t make it do what I wanted!