Runtime Mesh Component

Hey , thanks for the update.

There is an small code issue with the 2UV channel function in RuntimeMeshData.cpp


void FRuntimeMeshData::CreateMeshSectionFromComponents(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals,
    const TArray<FVector2D>& UV0, const TArray<FVector2D>& UV1, TFunction<FColor(int32 Index)> ColorAccessor, int32 NumColors,
    const TArray<FRuntimeMeshTangent>& Tangents, bool bCreateCollision, EUpdateFrequency UpdateFrequency, ESectionUpdateFlags UpdateFlags,
    bool bUseHighPrecisionTangents, bool bUseHighPrecisionUVs, bool bWantsSecondUV)
{
    SCOPE_CYCLE_COUNTER(STAT_RuntimeMesh_CreateMeshSectionFromComponents);

    FRuntimeMeshScopeLock Lock(SyncRoot);

    // Create the section
    auto NewSection = CreateOrResetSectionForBlueprint(SectionIndex, false, bUseHighPrecisionTangents, bUseHighPrecisionUVs, UpdateFrequency);
...


void FRuntimeMeshData::CreateMeshSectionFromComponents(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals,
    const TArray<FVector2D>& UV0, const TArray<FVector2D>& UV1, TFunction<FColor(int32 Index)> ColorAccessor, int32 NumColors,
    const TArray<FRuntimeMeshTangent>& Tangents, bool bCreateCollision, EUpdateFrequency UpdateFrequency, ESectionUpdateFlags UpdateFlags,
    bool bUseHighPrecisionTangents, bool bUseHighPrecisionUVs, bool bWantsSecondUV)
{
    SCOPE_CYCLE_COUNTER(STAT_RuntimeMesh_CreateMeshSectionFromComponents);

    FRuntimeMeshScopeLock Lock(SyncRoot);

    // Create the section
    auto NewSection = CreateOrResetSectionForBlueprint(SectionIndex, bWantsSecondUV, bUseHighPrecisionTangents, bUseHighPrecisionUVs, UpdateFrequency);
...