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:
- A single procedural mesh component that contains all the cave sections in a single Mesh Section
- A single procedural mesh component that has a different Mesh Section for every cave section
- Multiple procedural mesh components, each for a cave section
- Multiple child actors, each representing a cave section
Thank you in advance.