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Update mesh VBO in CUDA kernel

Hi guys,

I wanted to ask if it is possible to write a plugin for Unreal Engine 4 that given an input Actor in the scene, can update the VBO of its mesh in each frame through a CUDA kernel. The important thing is that the vertices should stay on the GPU all the time, so as to avoid the bottleneck of moving them in every frame from GPU to CPU and back. Does anybody know how I could achieve this?

Thanks a lot in advance!

Product Version: UE 4.8
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asked Jul 07 '15 at 11:00 AM in C++ Programming

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avatar image ImmortalEmperor Aug 18 '15 at 03:57 AM

Bump this pretty curious myself.

Would be easy with CUDA's OpenGL or DirectX interoperability if you know the buffer index of the Actor that you want to modify. Having yet to look at that part of the source myself it should be stored somewhere... question is if it is readable and/or if Epic does management magic behind the scenes.

As far as a plugin currently goes though that's a bit trickier. From what I know, and someone correct me if I'm wrong, plugins don't currently have hooks into the render loop.

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