Just thought about creating the mesh component outside of the loop and only attach it to the actor in the game loop.
Here are the options I will check out on the weekend:
- Create a new ActorComponent in another thread (do not know if this is possible) and replace the old one with the new one in the game loop
- Simply modify the procedural mesh outside of game loop rapidly and look what is happening (The only thing I can do is break the game right…)
- Use a second procedural mesh that is not attached to the actor component as a kind of an off-screen buffer and switch between the two in the game loop
- Use two actor components and switch one to invisible and one to visible creating also an off-screen buffer and check if I can modify the invisible one outside of the game loop
- Check if I can do something magically with the sections of an procedural mesh in order to modify it off-screen and check if I can modify the visibility
- Just keep it the way it is and bother later
If anyone of you knows something that might help me here, I would highly appreciate it…
Thanks for reading, Cheers.