Runtime Mesh Component

As a warning, this isn’t going to be an easy fix, and may require a drastic structural change in how the RMC works. It appears the StaticMesh Rendering now uses 4 independent buffers, {Position}, {Normal/Tangent}, {UVs}, {Color} and each has an associated SRV with their datatype. Since the position/tangents/uvs/colors don’t share a datatype I think it might be required to keep them in separate buffers now. This isn’t exactly hard to support, and it’d be nearly invisible for anyone using the blueprint API, or the MeshBuilder, but that’d be the end of single/dual/triple buffers and it’d just become a quad buffer full time, so if you set the mesh data with the single array of FRuntimeMeshVertexSimple it’d end up having to split it, so that’d slow that function down a bit, same with dual buffer, same with triple. So the best solution would be to pretty much rely entirely on the meshbuilder from this point forward and deprecate out all the old API but not sure that’s what I want to do. Will have to investigate this more once I have some more time.