The Runtime Mesh Component allows for rendering runtime generated meshes as well as supporting collision with the runtime generated meshes. It is also nearly 100% compatible with the UE4 UProceduralMeshComponent
Examples project can be found here https://github.com/Koderz/UE4RuntimeMeshComponentExamples
Improvements over UE4 UProceduralMeshComponent:
- Frequently updating sections use faster update path and dynamic buffers
- Static objects use the static draw lists for lower overhead rendering
- Faster updates to sections for frame-by-frame update scenarios.
- 50%+ memory reduction.
- Multiple UV channel support.
- Custom vertex structure support.
- Corrected collision support, less cooking overhead. (More to come later)
- Collision only mesh sections.
- Shadow casting controllable per section.
- Serialization configurable to reduce map sizes when mesh saves aren't necessary.
- Sections can have separate vertex position buffer allowing for fastest possible updates when updating only the vertex position