The component mesh primitives. Each particle draws a whole mesh, one particle at a
time; meshes are never batched.
Which mesh. When the system is prepared, the client loads what Mesh names: the
skinned pair with its animation, and a static mesh chosen by the extension of
mSimpleMeshName. At draw time a .scb wins over a .tmesh or .gmesh, and either wins
over a skinned mesh. When the attached mesh's own Mesh loads nothing, it draws the
owner's skinned mesh; see
VfxShimmerPrimitiveAttachedMesh. Whether a
plain component mesh draws its own skinned .skn mesh is not yet identified.
Orientation. Without a FacingMode, the mesh takes the particle's orientation and is
not turned toward the camera. Component meshes have no AlignYawToCamera or
AlignPitchToCamera flags, so the camera alignment of
legacy meshes stays off.