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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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.
Build and update meshes every frame through a minimal-overhead render path engineered for high vertex counts and async updates.
Efficient runtime Lumen card generation and accurate signed distance fields — dynamic meshes light correctly under Lumen GI and hardware ray tracing.
Engine-maximum LOD support with full dithering across transitions. Stream the right level for the camera with zero hand-rolled glue.
Full collision for static and dynamic meshes, cooked async to keep the game thread moving. Full NavMesh integration out of the box.
Trade memory for features as your project needs — up to 8 UV channels, normal or high-precision UVs and normals, and variable index widths.
Easy migration from ProceduralMeshComponent and a built-in renderer for UDynamicMesh — keep your geometry pipelines, gain RMC’s render path.
62 classes across Blueprint and C++ — from rapid prototypes to shipping subsystems. Win64, Mac, and Linux dev targets.
MIT-licensed foundation, used in production across thousands of projects. Free forever; Pro adds the heavier machinery when you ship.
Create a component, stream in vertices and triangles, and update any section on demand — from C++ or Blueprint.
Full API reference ↗URealtimeMeshSimple* Mesh = RMC->InitializeRealtimeMesh<URealtimeMeshSimple>(); FRealtimeMeshStreamSet Streams; TRealtimeMeshBuilderLocal Builder(Streams); Builder.AddTriangle(v0, v1, v2); Mesh->CreateSectionGroup(GroupKey, MoveTemp(Streams));
Unreal Engine 5.2 through 5.7. New engine releases are supported shortly after each launch — see the changelog for current engine compatibility.
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.
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.
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.
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.
Free and open source — commercial use included. Upgrade to Pro for the extras.