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Dynamic rendering path seems not to be working #294

@cr0wst0rm-real

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@cr0wst0rm-real

Hi, I just noticed that the dynamic drawing path seems not to be working properly. I can see the mesh, but when I try to update it with new vertex data, it simply just stays the same. It is different case with static rendering path. For static it works fine.

Code example:

1) in URealtimeMeshSimple override class:

GetMesh()->InitializeLODs(inUpdateContext, inLods);
for (int LOD = 0; LOD < m_LODStreams->NumLODs(); LOD++)
{
const FRealtimeMeshSectionGroupKey LODKey = FRealtimeMeshSectionGroupKey::Create(LOD, 0);
CreateSectionGroup(LODKey, *m_LODStreams->GetLOD(LOD)->Get(), FRealtimeMeshSectionGroupConfig(ERealtimeMeshSectionDrawType::Dynamic));
}

2) Update case (this actually does not work after creation of dynamic draw type meshes)

for (int lod = 0; lod < inLODStreams.NumLODs(); lod++)
{
const FRealtimeMeshSectionGroupKey LODKey = FRealtimeMeshSectionGroupKey::Create(lod, 0);
UpdateSectionGroup(LODKey, *inLODStreams.GetLOD(lod)->Get());
}

Again, with static rendering path everything works fine. Are there any additional steps needed to get dynamic rendering path to work? Is it supported with LODs?
Thank you.

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