I need to import mesh (and texture) data that has not been packaged as assets during runtime. I am using the assimp library and have a basic import working using the ProceduralMeshComponent. However, I don’t need to modify the mesh data once it has been loaded and I want to have many actors with components using the same mesh, so this approach seems to be very inefficient for my use case. Ideally, I would like a way to create a StaticMesh during runtime, but as far as I have seen this is not feasible.
After reading Generate Procedural Mesh - C++ Gameplay Programming - Unreal Engine Forums, I believe that I will have to implement my own custom MeshComponent and corresponding caching logic to get instanced, dynamically loaded meshes during runtime with reasonable performance. Is this assumption correct, or is there a better way? Maybe someone else has already solved this problem and would be willing to share some insights or even code?
Hi did you find a way to implement this. I am able to import a mesh at runtime using the RuntimeMeshLoader plugin. But I’m facing issues with texture. I’m not able to import the texture from the fbx