@: I just wanted to say thanks for building this plugin. It has helped me immensely. I was struggling to render a lot of simple meshes and update them quickly using UInstancedStaticMeshComponent, which is horrendously slow to update (in the order of whole seconds). I wasted a couple of days trying to solve the performance issues until I stumbled across this thread and thought I’d give it ago. Within a couple of hours I had the system fully swapped out to use your RuntimeMeshComponent and it now renders and updates 10,000 meshes in real time without even a hiccup on the FPS. I’m sitting on a solid 120 FPS, even with constant updates to the generated mesh. Thank you again so much. I really hope you have the time to continue to refine this amazing plugin.
The only thing I’ve had a problem with is SetMeshSectionVisible() doesn’t seem to work correctly. It works the first time I call it when creating the mesh, but then after that it doesn’t work any more. I hooked it up to a keyboard key so I could toggle the mesh section visible, but it doesn’t do anything. The mesh section just stays set to whatever visible setting it was set to when I first created it. Are you supposed to update the whole mesh section between calls to SetMeshSectionVisible() or something like that? I’ve resulted to just calling SetActorHiddenInGame() on the whole actor since I only have one mesh section anyway.