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.
Core features
Section titled “Core features”- 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
How the plugin is organized
Section titled “How the plugin is organized”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.
Where to go next
Section titled “Where to go next”- 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.