(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Get Static Mesh Vertex Locations Using PhysX


**Works in Packaged Games by using PhysX coding!**

**C++ Source Code For You! ♥ **



```


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;
} 


```


Download Link (7.8mb)

UE4 Wiki, Plugin Download Page

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