I am making a procedurally generated cave in UE. I have a question regarding what's the most optimised way to do it. I already have a function that creates the verticies and triangles for a cave section from point a A to point B (The final cave consisting of multiple cave sections).
My question is, should the entire cave consist of:
Thank you in advance.
I would advise against using a single large mesh for the following reasons:
I would split each cave section into its own actor depending on poly count and visibility.