Access specific vertex in skeletal mesh. Strange indexing?

Hey everyone,

I’m trying to find the position of a specific vertex in a USkeletalMeshComponent, but the indexing appears to be different from the model in Maya (or an obj of the model for that matter)… Which basically breaks the ID reference I obtained from Maya… Do you guys know how to do this?

I’m accessing the vertices positions using Rama’s code:

	FTransform ToWorld = bodyModel->GetComponentTransform();
	FVector WorldLocation = ToWorld.GetLocation();

	for (int idx = 0; idx < Locations.Num(); idx++) {
		Locations[idx] = WorldLocation + ToWorld.TransformVector(Locations[idx]);
		if (idx == 4763)
			DrawDebugPoint(parent->GetWorld(),
				Locations[idx],
				5,
				FColor(0, 0, 255),
				true);
		else
			DrawDebugPoint(parent->GetWorld(),
				Locations[idx],
				5,
				FColor(255, 0, 0),
				true);
	}

4763 is just a random vertex in Maya. DrawDebugPoint was my way of being sure that the positions of the vertices are correct, and they are…
I’ve spent more than a few hours looking into this… and still no idea… Dx

Any help on how to do this or how the vertices are indexed would be brilliant!

Thanks! :slight_smile:

Cheers!