Runtime Mesh Component

Ah, very true. I tried using Unreal’s compression and was able to compress a TArray containing 32^3 uint8s down from 32768 bytes to 58. I guess this also debunks my idea that having the server rely on RPC’s to the client to change blocks in an array.
I still need to think about how to “nicely” replicate the data to the clients though - Unreal’s replication system is still new to me.

Recently I tried PolyVox, but am not sure if I like using it with Unreal or not yet… this also adds more replications woes (for me anyways).