# (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:** 591

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [February 17, 2015, 2:32am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/591 "2015-02-17T02:32:55Z")

</div>

@

“It doesn’t work it a packed game.”

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

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 🙂

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

````auto

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**

```auto

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;
}

```

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