Thanks for the quick reply and considering you are doing this as a service to us, I very much appreciate. I will wait for 4.8 probably and go from there.
Keep up the good work
Keep up the good work

bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions) { VertexPositions.Empty(); if(!Comp || !Comp->IsValidLowLevel()) { return false; } //Body Setup valid? UBodySetup* BodySetup = Comp->GetBodySetup(); if(!BodySetup || !BodySetup->IsValidLowLevel()) { return false; } //Get the Px Mesh! PxTriangleMesh* TriMesh = BodySetup->TriMesh; if(!TriMesh) { return false; } //~~~~~~~~~~~~~~~~ //Component Transform FTransform RV_Transform = Comp->GetComponentTransform(); //Number of vertices PxU32 VertexCount = TriMesh->getNbVertices(); //Vertex array const PxVec3* Vertices = TriMesh->getVertices(); //For each vertex, transform the position to match the component Transform for(PxU32 v = 0; v < VertexCount; v++) { VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v]))); } return true; }
float FloatForRound = 3.14159265 int DecimalsToKeep = 5 FloatForRound = (int)(FloatForRound * 10^DecimalsToKeep) / 10^DecimalsToKeep
float FloatForRound = 3.14159265 int DecimalsToKeep = 5 FloatForRound = (int)(FloatForRound * 10^DecimalsToKeep) / 10^DecimalsToKeep
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