What's the difference between Procedural, Realtime and Dynamic Mesh components?

Hey Unreal devs!

I’m relatively new to Unreal Engine and while exploring mesh components, I came across three variants: PMC, RMC, and DMC. I’m curious to understand the distinctions between them and when it’s preferable to use one over the others.

Additionally, as I’m working on a project involving Fracture mechanics using C++ in Unreal Engine understanding this would help me.

Here’s the specific scenario I’d like guidance on: Given a mesh, upon triggering a collision, I want to fracture it at runtime. I aim to achieve this without relying on Chaos destruction and geometry collections, as my understanding is that, in such cases, everything must be done in the editor and then baked. Can you also provide insights into how I can approach this scenario using the mentioned mesh components?

I appreciate any insights and thanks in advance!

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