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Welcome to the Realtime Mesh Component

The Realtime Mesh Component (RMC) is designed to render meshes that can’t be packaged as static content: geometry created at runtime, loaded from user files, procedurally generated, or continuously modified. It scales from a single hand-authored triangle up to full voxel terrain worlds.

RMC is built to be faster and more memory-efficient than ProceduralMeshComponent and UDynamicMeshComponent, while offering conversion paths to and from both — so existing PMC/DynamicMesh code can migrate with minimal changes.


  • Full collision support — both static triangle mesh and dynamic moving objects
  • Variable mesh formats, so you can trade off features against memory/performance overhead
  • Up to 8 texture coordinate (UV) channels
  • Normal or high-precision texture coordinates, and support for the engine’s high-precision normals feature
  • LOD support, up to the engine maximum of 8 LOD levels, with full dithering support
  • Full NavMesh support
  • Async collision updates — collision cooking can be offloaded off the game thread
  • StaticMesh conversion in game and editor, plus conversion to/from ProceduralMeshComponent and DynamicMesh
  • Runtime Nanite mesh generation — build Nanite-ready meshes from runtime/procedural data with a full LOD DAG, no cooked bake required (works on stock UE 5.7; per-page streaming on supported engine forks)
  • Runtime-generated signed distance fields and Lumen card representations for correct GI on dynamic meshes
  • A spatial streaming system for loading/unloading mesh cells around the player, and a compute-shader provider path for GPU-driven mesh mutation

RMC ships as several runtime modules so you only pull in what you use:

  • RealtimeMeshComponent — the core: stream/data layer, render proxy, component and collision.
  • RealtimeMeshExt — providers, converters, mesh loaders, and distance-field/card generators.
  • RealtimeMeshSDF — the standalone CPU/GPU mesh-to-SDF and Lumen card generator.
  • RealtimeMeshNanite — the runtime Nanite mesh builder.
  • RealtimeMeshSpatial — spatial streaming (loading/unloading mesh cells around the player).
  • RealtimeMeshCompute — compute-shader mesh providers for GPU-driven geometry.
  • RealtimeMeshMeshOptimizer — the shared meshoptimizer integration used by the modules above.

  • Installation — install from the Marketplace or from GitHub, and add the plugin to your project.
  • Quickstart — build your first mesh in C++ from scratch.
  • Key Concepts — the ideas you need before writing real code: meshes, streams, and the stream builders.
  • Component Core — the day-to-day API for structure, materials, LODs, sections, and collision.
  • Mesh Types — pick the right leaf class (Simple, Procedural, Dynamic, Constructed) for your use case.
  • Examples — a tour of every example actor shipped with the plugin.