Why Procedural Icosphere?
Icospheres are a different approach to approximating a sphere shape with triangles rather than the quads that comprise the common UV sphere. This is of course ignoring that the quads in a UV sphere are themselves composed of triangles, though each pair of triangles composing the quad are in the same plane.
For uniform, geodesic, natural, or organic shapes, the icosphere might be superior in appearance for a given triangle count to a UV sphere.
For uniform shapes (such as a billiard ball), the icosphere is superior for cases such as vertex lighting, due to the more uniform distribution of vertices and triangle face area as compared to the normal UV sphere (which becomes substantially more dense near the poles).
The more uniform face area and vertex distribution of an icosphere can also be advantageous in the case of deformation of the mesh; for example, tides or waves on a planetary ocean, or an organic soft-body goo ball.
While this could be done somewhat more efficiently in C++, it has been implemented as a Blueprint asset in order to make it more accessible to end users for modification and enhancement, as well as de-mystify the logic behind this incredibly useful primitive.
At higher tessellation levels, the initial sphere generation can be quite slow (depending on the resources of your machine); however, once generated to your specifications, the resulting static mesh is quite efficient.
Adjust the icosphere to meet your needs.
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