Ok. A few weeks back I said that I hoped to have v2 out a few weeks ago if all went to plan. Obviously it didn’t unfortunately so here’s where it stands.
First up the marketplace doesn’t support 4.13 yet, I just sent a message to Epic to ask them to update it as it should be updated soon. V1.2 the current marketplace version is what will be updated until v2 is done, which I’m working on completing asap but honestly can’t give a definitive date, just hopefully within a week.
Next, what is currently done and on github for v2.
- RuntimeMesh <-> StaticMesh conversions. This should work in both directions in editor with all engine versions 4.10+, and it also supports RMC -> SMC at runtime on engine 4.13+
- The new vertex struct is done and up, with that much better serialization support will be soon.
- Mesh builder, this is used internally to support the utilities and you can use it as well. It still needs some work, and would welcome input as to what would work best.
What’s coming to github very soon (hopefully today/tomorrow)
- Normal/Tangent calculation
- Tessellation
- A couple of bug fixes
The big remaining part is collision for v2.
The expectation here, assuming everything works as intended is the RMC will gain 3 modes of operation when it comes to collision. The first is the normal cook on commit which will halt the game thread and will be inserted on the following frame. This is the way the PMC and the RMC currently operate. The second is an internal thread pool. When you commit an update to a section it will queue a build on a shared threadpool and will update collision whenever the cook finishes. This might be on the next frame, it might not, but it won’t halt the game thread to cook. The third is an option you have to supply the RMC with cooked collision data, and a utility you can call from your own threads to cook a mesh. This means you have complete control of what thread cooks it, and when it gets inserted. You can even save the cooked result and load it back later.
V2 of the RMC will still support engine versions 4.10+ and certain features like the extended collision support and SMC -> RMC runtime conversion will only enable themselves and function when they’re used with a supported engine version. In the case of SMC->RMC runtime conversion that is engine version 4.13 and the collision is TBD as that will require engine changes to hopefully work through the PR process.
If you have questions/comments, feel free to message me on the Unreal Slackers new Discord.