
Descrizione
Realtime Mesh Component Pro is a high-performance, fully dynamic mesh component for Unreal Engine, built for geometry that can't be packaged as static content: meshes created at runtime, loaded from user files, procedurally generated, or continuously modified. It scales from a single hand-authored triangle to full voxel terrain worlds.
RMC is faster and more memory-efficient than ProceduralMeshComponent and DynamicMeshComponent, and ships conversion paths to and from both, so existing PMC or DynamicMesh code migrates with minimal changes.
Runtime Nanite. Generate Nanite-ready meshes from runtime and procedural data: real cluster groups, a full LOD DAG, and per-page streaming. This is a real Nanite build, not a repack of a single detail level. No cooked bake, no UStaticMesh round-trip, and no custom engine build: it runs on unmodified UE 5.5-5.8.
Correct lighting for dynamic meshes. Runtime signed distance field and Lumen card generation, with a full GPU compute path, mean your procedural geometry lights correctly under Lumen GI and works with hardware ray tracing.
Everything in the free Core plugin, plus:
Runtime Nanite mesh generation (stock UE 5.5-5.8, no engine patches)
GPU-accelerated runtime SDF and Lumen card generation, with a CPU path available
Hardware ray tracing support for runtime-generated geometry
Render UDynamicMesh directly through RMC's render path; bidirectional conversion
Runtime mesh loading (OBJ)
Spatial streaming system for loading/unloading mesh cells around the player
Compute-shader provider path for GPU-driven mesh mutation
Mesh optimization tooling (meshoptimizer-backed)
Core features included: full collision (static + dynamic, async cooking), NavMesh, LODs with dithering, up to 8 UV channels, variable mesh formats, StaticMesh conversion, PMC migration helpers, Blueprint mesh builder and examples.
Documentation: https://triaxis.games/realtime-mesh/
Discord: https://discord.gg/WCgffd3h6r
Support: https://github.com/TriAxis-Games/RealtimeMeshComponent/issues


