Skip to content

Commit

Permalink
Updated links in readme.md, made wiki more visible
Browse files Browse the repository at this point in the history
Updated examples links to have V4 examples
Updated documentation link to directly go to the new website
  • Loading branch information
Moddingear committed Jul 14, 2020
1 parent 9c063d2 commit 2d07b61
Showing 1 changed file with 6 additions and 7 deletions.
13 changes: 6 additions & 7 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,12 +2,15 @@
---
### Here you will find the current version of the RMC. At present it only supports UE4.23 and newer.
### If you require support for UE4.20-4.22 you'll need to use the v4 release found here: https://github.com/KoderzUnreal/RuntimeMeshComponent/releases/tag/v4.0
---

**For information on installation, usage and everything else, [please read the Wiki](https://runtimemesh.koderz.io/)**

---
**Join us on [Discord](https://discord.gg/KGvBBTv)**

**Basic examples of the features of the RMC can be found [here!](https://github.com/Koderz/RuntimeMeshComponent-Examples)**
**A more advanced example project can be found [here!](https://github.com/Moddingear/RMC-4.21-Example)**
**Basic examples of the features of the RMC can be found [here!](https://github.com/KoderzUnreal/RuntimeMeshComponent-Examples)**
**A more advanced example project can be found [here!](https://github.com/Moddingear/Hexagons)**

**This project is a labor of love, but unfortunately love doesn't pay the bills!
If you've found this project useful, please consider supporting the development!
Expand Down Expand Up @@ -35,16 +38,12 @@ Upgrading from the PMC to the RMC isn't difficult. Visit the [Wiki](https://gith
* Navigation Mesh Support
* RMC <-> StaticMesh conversions (RMC -> SMC only works in editor due to engine limits)
* Configurable Render Paths, (Quicker Update, Slower Render) (Slower Update, Quicker Render)
* No store mesh data internally, much lower memory footprint, mesh data can be cached by provider if wanted
* No mesh data stored internally, much lower memory footprint, mesh data can be cached by provider if wanted
* Material Slots, just like Static Mesh Component
* Visibility/Shadowing are configurable per section.
* Collision separate from rendering (collision can use render mesh automatically with use of provider)
* Tessellation Support

---

For information on installation, usage and everything else, [please read the Wiki](https://github.com/Koderz/UE4RuntimeMeshComponent/wiki/)



**Supported Engine Versions:**
Expand Down

0 comments on commit 2d07b61

Please sign in to comment.