Hi. I am trying to make a paint system similar to Portal 2 or Splatoon.
I am painting things using a texture mask, and I am dynamically changing this texture using UpdateTextureRegions().
To do this, I find the UV coordinates of the place I’ve hit.
I found how to find the UV coordinates of a raycast using the function JGagner wrote in this:
https://forums.unrealengine.com/showthread.php?62805-Question-about-traces-and-geometry
This works perfectly, the problem is that I have read Here that when you package the project, all mesh data gets serialized or something like that, so every thing related to FStaticMeshRenderData does not work properly, and I have tried to package it, and it really did crash.
My problem is not how to get the UV coordinates when doing a raycast, as I saw Rama’s method of doing it (with physx, so it works after being packaged), my problem is that I want to use GetVertexUV() independently of the raycast (to make some calculations), and I cannot do it because as far as I’ve found there is nothing else except FStaticMeshRenderData.VertexBuffer (which doesn’t work when packaged) to find a vertex’s UV (I tried to search the physx source code and found nothing, and the implementation of the actual physx raycast which also finds the UVs is inaccessible so I cant see how they found the UVs…).
Is there a way to access a mesh’s vertices UV coordinates, with it working when packaged? Thank you very much