Runtime Mesh Component

Terrain, well, more less… Well, Actually, more than less…

This one is loaded from a save game. So, no, it’s not actual generation speed.

Right now I’m using 128x128 meshes, but I’d love to make it up to 256x256. It takes at least 7 seconds to build a 128x128 mesh with the system I’ve got now. BTW, I’m doing it in BP only as I can’t code in c++.
How I build it - maybe you know a better way.
1: I make a array of vectors - loop a loop to create a grid. I offset the quads to form a cube, the normalize and multiply the vectors to create a sphere.
I don’t use SMC, I create a mesh from scratch. IF though I could take a 256x256x static mesh and convert it to RMC I guess it would be faster. More, when you are importing a static mesh there’s a built adjacency checkbox. Isn’t thet “the thing” we are talking when we say normal/tangent cook? and, if not, so, when a static mesh is tessellated then it calculates that on the fly?