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

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 1039

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**Author:** ![CatchPhyre](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CatchPhyre](https://forums.unrealengine.com/u/CatchPhyre)\
**Post date:** [July 18, 2015, 1:34am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1039 "2015-07-18T01:34:27Z")

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Hi ,

is in reference to the previous posts. Another alternative to spawn locations for fire particles: A voronoi fracture on a mesh creates destructible mesh. It slices the mesh into mini chunks. The number of slices or chunks can be increased or decreased based on requirements. If there is a way to access the individual locations (center) and unique ID of each of these chunks, they can become propagation points for fire. The ID is to do array/list manipulations. At present there are no blueprint nodes for . Do you think is doable? I am trying to improve my thesis system. The vertex based propagation is very limiting. If the voronoi method for calculation propagation points works, it may be a better and more dynamic method.

Also, is it possible to get vertex information for skeletal meshes? I have many objects that needs morph targets (therefore need to imported as skeletal meshes). is to show of fire damage on those meshes.

Thanks!

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