v5.4.0 LATEST
July 2026
Added
— 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.
— Lumen card generator: efficient runtime card generation so dynamic meshes light correctly under Lumen GI.
— Signed Distance Field generator: accurate runtime SDFs for both Lumen GI and hardware ray tracing.
— DynamicMesh renderer: render UDynamicMesh directly through RMC's render path, with bidirectional UDynamicMesh ↔ RMC conversion.
— PMC migration helpers: port existing ProceduralMeshComponent code to RMC with minimal code changes.
— Mesh replication (new RealtimeMeshNetSync module): opt-in replication of runtime mesh data over UnrealNet, with per-LOD coarse-first streams, catch-up for late joiners, and material and distance-field/card replication. Enable per-mesh with bReplicateMeshData.
— RealtimeMesh Simple soft-linkage contract (v1): a single portable, engine-headers-only contract header another plugin can copy verbatim to drive RMC through IModularFeatures, with no link or .uplugin dependency.
— New example actors: OBJ loading, StaticMesh conversion, and Lumen support.
— Blueprint-callable AppendBoxMesh on URealtimeMeshBasicShapeTools, and a new set of Blueprint example assets.
— Unreal Engine 5.5-5.8 support.
Changed
— The minimum supported engine version is now Unreal Engine 5.5.
— FStreamingManager refactored to a pure dispatcher over the new FResourcesProvider interface. Cooked content is one provider, runtime sources are another, with no per-frame cooked-specific branches.
— Smaller GPU upload and less per-section work on the dirty-section fast path.
— Compute-shader providers moved into their own RealtimeMeshCompute module.
— Actor replication is now opt-in: ARealtimeMeshActor respects the actor's configured bReplicates value instead of force-enabling replication (see the migration notes).
— The API tier now uses BufferSet terminology; the legacy interface layer and its remnants are retired.
— Nanite debug CVars renamed from r.RealtimeMesh.Nanite.* to r.TriAxisNanite.RMC.*.
— Raw MeshOptimizer/meshoptimizer.h includes are no longer supported; use the canonical RealtimeMeshMeshOptimizer.h include instead.
Removed
— URealtimeMeshDistanceFieldGeneration and URealtimeMeshCardRepresentationGenerator, replaced by URealtimeMeshSDFLibrary and the RealtimeMesh::SDF API (see the migration notes).
Fixed
— Blueprint memory corruption from the old NoExport mirror structs: key and collision structs are now reflected natively with correct size and copy semantics, fixing frame-memory corruption from Make*Key nodes and data loss when passing collision structs through Blueprint.
— Crash when creating Triangle16/Triangle32 streams from Blueprint (MakeStream): triangle streams now get integer accessors so element-wise fills work.
— Stale render bounds after mesh updates: the core update path now invalidates the cached local bounds, fixing flicker from frustum culling against outdated bounds.
— Null dereference when importing a StaticMesh with no distance field data.
— The Blueprint-reflected default of FRealtimeMeshSectionConfig::bForceOpaque now matches the native default (false).
v5.2.0
April 2024
Added
— Support for Unreal Engine 5.0-5.3 on all platforms
Changed
— Cleaned up several parts of the core to lay the foundation for Pro
Fixed
— Numerous fixes and performance improvements
v5.1.0
October 2023
Added
— New Blueprint mesh builder
Changed
— Restructured the interop between the game thread and render thread to simplify and harden the update logic
— Cleaned up RMC Simple to support the new setup
v5.0.5
June 2023
Fixed
— Several issues around creating and updating meshes
— Memory corruption and memory overuse issues
v5.0
February 2023
Added
— First release of RMC v5, targeted at Unreal Engine 5.0 and above
v4.2
February 2023
Changed
— Final release of RMC 4 from the master branch
v4.2-ue4
February 2023
Changed
— Final release of RMC 4 on Unreal Engine 5
v4.5-ue5
February 2023
Changed
— Final release of RMC 4.5 on Unreal Engine 5
v4.1.5
May 2021
Changed
— Maintenance release for Unreal Engine 4 (no detailed notes published)
v4.1.4
September 2020
Fixed
— DX12-related crash issues
— Initialization issues
— Core rendering fixes
v4.1.3
July 2020
Fixed
— Multiple minor fixes to Blueprint category information required to build as an engine module
— Crash due to garbage collection of the RuntimeMesh out from under the provider without disconnecting from the providers
— Clang compile issue with a template in the update data structs
v4.1
June 2020
Changed
— Internal improvements and a cleaner provider API
Fixed
— Numerous other bug fixes and feature improvements
v4.0
June 2020
Added
— Initial release of v4 (kept for historical purposes; superseded almost immediately by v4.1)
v2.0
November 2016
Added
— Slicer support
— Collision cooking speed improvements
— High precision normals support
— Tessellation support
— Navigation mesh support
— Fully configurable vertex structure
— Ability to save individual sections or the entire RMC to disk
— RMC ↔ StaticMeshComponent conversions: SMC → RMC at runtime or in editor, RMC → SMC in editor
— Normal/tangent calculation
v1.2
June 2016
Fixed
— Memory leak in scene proxy creation
— UpdateMeshSection from Blueprint no longer requires triangles to be supplied
— Most asserts no longer fire in editor; they log an error and bail out instead
— Scene proxy construction now uses a different route to set up existing sections
v1.1
June 2016
Added
— In-place update of position buffers
v1.0
June 2016
Added
— All UProceduralMeshComponent features
— Multiple performance and memory improvements over the original PMC
— Static rendering
— Dynamic rendering
— Collision-only sections
— Fast position-only updates
— Mesh serialization on/off
— Smarter collision cooking
— Supported engine versions 4.10-4.13 on all UE4 platforms (collision unavailable on HTML5/Mobile)

Earlier releases — see the full history on GitHub ↗