Runtime Weapon Batching in UE5: Designing Mesh Merge on Top of Texture Atlas
For mid-to-senior engineers with an UE rendering background. The whole article uses, as a reference implementation, a runtime weapon-batching system shipped in a large FPS that has been live on mobile — walking through its overall flow, key technical choices, and implementation-level details: how to collapse a modular weapon assembled from a dozen parts into … Read more