Instanced procedurale mesh?
I've created a procedural mesh that meets all the requirements of my project perfectly. Its parameters are set by the player, before it gets calculated in the actors construction script.
Unfortunately I need a damn lot of these meshes, all with the same shape and material. Instanced meshes would fit in this purpose, but I can't figure out a way to get my procedural mesh instanced.
Is there a workaround, for example a way to convert the procedural mesh to a static one? Or maybe something similar like instanced static meshes but built in for procedural ones?
I've tried it by adding mesh sections, but they contribute to the total vertex count of the overall mesh and therefore are less helpful.
I guess you need opposite action of copy procedural mesh from static mesh component node? In that case I'd recommend you to dig a little into C++ and create inverse transformation. There is no solution nowadays for turning procedural mesh into static one.
answered May 03 '17 at 01:51 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here