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

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“It doesn’t work it a packed game.”

I have had the same experience and reported to epic a while back :slight_smile:

I’ve experienced with getting vertex locations in packaged games since 4.3

If you start a new Answerhub, link me and I can add more info to your report :slight_smile:

Please include your pictures and then I can add info, you could also add my code below to the initial post.


For Epic Staff:

Here's the code being used that works perfect in pre-packaged game and does not work in packaged game.

**It seems that using the Render Data / LOD info in packaged game** does not work some reason?



```


Comp->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer


```



Is there an after-packaging better way to get the vertex position info?

Please note the rotation/translation of each vertex is scaled by the FTransform to match actor scaling and rotation.



```


Comp->GetComponentLocation() + RV_Transform.TransformVector(VertexBuffer->VertexPosition(Itr))


```



Entire C++ Code



bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
	if(!Comp) return false;
	if(!Comp->IsValidLowLevel()) return false;
	
	//~~~~~~~~~~~~~~~~~~~~
	//				Vertex Buffer
	if(! Comp) 									return false;
	if(! Comp->StaticMesh) 					return false;
	if(! Comp->StaticMesh->RenderData) 	return false;
	if( Comp->StaticMesh->RenderData->LODResources.Num() < 1) return false;
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	
	//~~~ End of Pointer Safety Checks ~~~
	
	//~~~~~~~~~~~~
	VertexPositions.Empty();
	//~~~~~~~~~~~~
	
	FPositionVertexBuffer* VertexBuffer = NULL;
	VertexBuffer = & Comp->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer;
	if(!VertexBuffer) return false;
	//~~~~~~~~~~~~~~~~
	
	int32 VertexCount = VertexBuffer->GetNumVertices();
	 
	FTransform RV_Transform = Comp->GetComponentTransform(); 
	for(int32 Itr = 0; Itr < VertexCount; Itr++)
	{
		VertexPositions.Add(
			Comp->GetComponentLocation() + RV_Transform.TransformVector(VertexBuffer->VertexPosition(Itr))
		);
	}
	
	return true;
}