REALTIMEMESHCOMPONENT · UE 5.0 – 5.8

Procedural meshes,
without the overhead.

The high-performance, fully dynamic mesh component for Unreal Engine. Build and update geometry at runtime with a render path engineered for scale — LODs, collision, and threading included.

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MIT  core licence 5.0–5.8  supported C++ / BP  full API
viewport — realtime_mesh
RealtimeMeshComponent procedural mesh capture — a wireframe canopy over a dynamic blue mesh surface
verts 2.4M updates async 60 fps
// Trusted across thousands of UE projects — from voxel worlds to runtime CAD import.
// FEATURES

Engineered for realtime geometry.

[ nanite ]

Nanite at runtime

Build Nanite-ready meshes from procedural data at runtime — real cluster groups, full LOD DAG, per-page streaming. No cooked bake, no UStaticMesh round-trip.

[ lighting ]

Lumen, SDF & HWRT

Efficient runtime Lumen card generation and accurate signed distance fields — dynamic meshes light correctly under Lumen GI and hardware ray tracing.

[ dynamic ]

Fully dynamic geometry

Build and update meshes every frame through a minimal-overhead render path engineered for high vertex counts and async updates.

[ netsync ]

Mesh replication

Opt-in runtime mesh replication over UnrealNet — per-LOD coarse-first streams, catch-up for late joiners, material and SDF/card replication. One flag per mesh.

[ interop ]

PMC & DynamicMesh interop

Easy migration from ProceduralMeshComponent and a built-in renderer for UDynamicMesh — keep your geometry pipelines, gain RMC’s render path.

[ collision ]

Collision & NavMesh

Full collision for static and dynamic meshes, cooked async to keep the game thread moving. Full NavMesh integration out of the box.

[ lods ]

Up to 8 LODs

Engine-maximum LOD support with full dithering across transitions. Stream the right level for the camera with zero hand-rolled glue.

[ formats ]

Flexible mesh formats

Trade memory for features as your project needs — up to 8 UV channels, normal or high-precision UVs and normals, and variable index widths.

[ open ]

Open-source core

MIT-licensed foundation, used in production across thousands of projects. Free forever; Pro adds the heavier machinery when you ship.

// USAGE

A few lines to a live mesh.

Create a component, stream in vertices and triangles, and update any section on demand — from C++ or Blueprint.

Full API reference ↗
MyActor.cpp
URealtimeMeshSimple* Mesh = RMC->InitializeRealtimeMesh<URealtimeMeshSimple>();

FRealtimeMeshStreamSet Streams;
TRealtimeMeshBuilderLocal Builder(Streams);
Builder.AddTriangle(v0, v1, v2);

Mesh->CreateSectionGroup(GroupKey, MoveTemp(Streams));
// PRICING

Free forever — even commercial. Pro for the extras.

Core
Free MIT — commercial use included
+ Free for any project — commercial OK, no royalties
+ Full realtime mesh component
+ Up to 8 LODs with dithering
+ Full collision (static + dynamic) & NavMesh
+ Async collision updates
+ Variable mesh formats, up to 8 UV channels
+ Blueprint & C++ API
+ Community support
View on GitHub
Studio
$249.99 one-time, on Fab
+ Everything in Pro
+ For studios with > $100K annual revenue
+ Standard Fab license terms
Get it on Fab
// CUSTOM WORK

Need RealtimeMeshComponent to do something it doesn’t?

I build custom features, extensions, and integrations on top of my own plugins — by the person who wrote them. Two ways to run it, depending on whether you want to own the result.

[ exclusive ] Full rate

Built for you, owned by you

A feature or integration built specifically for your project. The source is yours outright and stays private to your team — it doesn't ship to anyone else.

[ upstreamed ] Reduced rate

Built into the plugin, reduced rate

The same work, but it lands in RealtimeMeshComponent itself and ships to everyone in a later release. You get it first and direct where it goes — at a lower cost, because it isn't exclusive.

Discuss custom work How it works Scoped and quoted per project — no fixed price list.
// FAQ

Common questions.

More in the full documentation or ask in Discord.

Which engine versions are supported?

Unreal Engine 5.0 through 5.8. The current release supports UE 5.5–5.8; earlier releases cover engines back to UE 5.0 and remain available on GitHub. New engine releases are supported shortly after each launch — see the changelog for per-release engine compatibility.

Do I need C++ to use it?

No. RMC exposes its full mesh-building API to both C++ and Blueprint. The current docs lean on C++ examples, but you can build and update geometry from Blueprint with no C++ at all.

Is RMC free?

The Core component is open-source under the MIT licence on GitHub. Pro is a paid version on the Marketplace, adding RealtimeMeshDynamic (DynamicMesh / Geometry Scripting interop), RealtimeMeshComposable (hierarchical factory meshes), and first-party support.

Can I generate meshes on a background thread?

Yes. Collision updates run asynchronously off the game thread by default, and mesh updates are partial — only the sections you actually change are touched. See Component Core / Structure for the static vs. dynamic section draw modes.

How is collision handled?

Full collision for both static triangle mesh and dynamic moving objects, with full NavMesh integration. Cooking can run synchronously or asynchronously per update, keeping heavy regeneration off the game thread.

View all questions  →
// CHANGELOG

Recent releases.

Full history ↗
v5.4.0 2026-07 Runtime Nanite: generate Nanite-ready meshes from runtime / procedural data. Real cluster groups, full LOD DAG, per-page streaming. No cooked bake, no UStaticMesh round-trip. Runs on unmodified UE 5.5-5.8.
v5.2.0 2024-04 Support for Unreal Engine 5.0-5.3 on all platforms
v5.1.0 2023-10 New Blueprint mesh builder

Start building procedural geometry today.

Free and open source — commercial use included. Upgrade to Pro for the extras.