Runtime Mesh Component

I do plan to look into that here soon. IIRC from my quick research a while back it requires adjacency info in the index buffer which there’s a utility function in the engine to calculate but I think it’s currently only in editor builds. So you can probably use it right now in editor, but since we can’t link editor modules at runtime we’ll likely have to get Epic to allow it to be in packaged versions. I might look into it more in the next few days assuming I wrap up my collision work soon, which has been slow going due to 15-20 minute re-compiles of half the engine any time I breathe in the direction of a header…

@JamesG, just wanted to check that you got the stack trace and other information I sent you regarding the physx crash? Hopefully in the next couple days I’ll have a working setup for multi threaded cooking. Also as a part of the statement above, any chance we could get BuildStaticAdjacencyIndexBuffer from the MeshUtilities (assuming that really is what’s needed for that) in a way we could use it in a packaged, non-editor build? Or should I just re-implement it in the RMC, since all it’s really doing is wrapping the nvidia tessellation library?