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

**Improved Get Vertex Locations of Static Mesh

Now works in Packaged Games**

My C++ Code For You

See my PhysX wiki for the basic build.cs setup:

Here is the code I wrote to get of the transformed vertex positions using the Body Instance and PhysX code!

I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!



//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h"		//For the ptou conversions
//~~~~~~~~~~~

//Get Transformed Vertex positions of any static mesh! -
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
	
	if(!Comp || !Comp->IsValidLowLevel()) 
	{
		return false;
	}
	//~~~~~~~~~~~~~~~~~~~~~~~
	
	//Component Transform
	FTransform RV_Transform = Comp->GetComponentTransform(); 
	
	//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;
	}
	//~~~~~~~~~~~~~~~~
	
	//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;
} 


UE4 Wiki, Plugin Download Page

Enjoy!

:slight_smile: