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URuntimeMeshComponent and UProceduralMeshComponent Bug when using tesselation, what i'm doing wrong?

Hey guys… will be quick
I’m trying to create runtime generated boxes for tesselating them and giving them a water behaviour… the material is working with no issue whatsoever

The idea of runtime generate the boxes, is to have a uniform density of trigs independent of the “scale” of the object, withouth having to go to blender to create them.

The mesh is being constructed with no issue, but it displays really weird behaviour when tesselating it

This stops being an issue when i “cook” the static mesh (using RuntimeMeshComponent) so i guess it’s not an issue of my runtime mesh, but of the procedural/runtime mesh ability of tesselating itself?

What could be the issue?