01

Getting started

Which engine versions are supported?

Unreal Engine 5.2 through 5.7. New engine releases are supported shortly after each launch — see the changelog for current 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.

How do I install it?

Install from the Unreal Engine Marketplace, or clone the open-source Core from GitHub into your project’s Plugins/ folder and enable it in your .uproject. See Quick Start for full instructions.

02

Licensing & pricing

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 use it in a commercial / shipped game?

Yes. The MIT licence permits commercial use with no royalties. Pro is a one-time purchase with lifetime updates within the major version.

03

Technical

Does it support Nanite and Lumen?

Yes. v6.0 adds runtime Nanite generation — real cluster groups, a full LOD DAG, per-page streaming, no UStaticMesh round-trip — and a Lumen card generator so dynamic meshes light correctly under Lumen GI. See the v6.0 changelog for the full list.

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.

Still stuck?

The community and maintainer are active in Discord, and issues live on GitHub.