// the find
TriAxis-Games/RealtimeMeshComponent
Unreal Engine 5 plugin component for rendering runtime generated content.
A drop-in replacement for UE5's ProceduralMeshComponent that handles runtime mesh generation with proper LOD support, async updates, and a dedicated render proxy pipeline. Been around 6+ years, has real production usage. For anyone doing procedural generation, terrain systems, or runtime mesh modification in Unreal Engine.
Proper render thread / game thread separation via command batching (RealtimeMeshProxyCommandBatch) rather than the PMC's blunt approach of rebuilding everything. Full LOD pipeline including distance field and card representation support, which PMC never had. Includes both a simple API for basic use cases and a direct stream builder API for performance-critical paths — you can start simple and go low-level when you need to. Actual test suite with functional visual tests and unit tests for the data types and stream building, which is rare for UE plugins.
Documentation is 'coming soon' and has been for a while — Discord-only support is a red flag for any production project; if the server goes quiet or the maintainer burns out, you're reading source code. No Marketplace release yet despite being referenced repeatedly, which means manual installation and tracking upstream changes yourself. Topics still tagged ue4/unreal-engine-4 everywhere, which signals the metadata hasn't kept pace with the actual UE5 work. Nanite integration exists as an interface stub (RealtimeMeshNaniteProxyInterface.h, RealtimeMeshNaniteResourcesInterface.h) but whether it's actually implemented or aspirational is unclear without digging through private code.