I’m trying to integrate a system into UE4 we had as an external content pipeline for CE3 that let us build large amounts of corridors for our hobby project.
For that I need to somehow get a hold of the vertex positions in a static mesh, containing a 3D shape like this one:
To that end I tried to create a new Blueprint node which would get a UStaticMeshComponent as input and puts out the vertices of that mesh in given order as a TArray<FVector>, like so:
StaticMesh->LODData.PaintedVertices[X].Position; //for each vertex of course
(I do have that BP node part up and running as part of the UObjectPlugin)
Yet, no matter what I try and what different parts of the static mesh I try to access that could hold the info I want, they all come back as empty or invalid or as cats and dogs living together.
I tried looking at its LodData, RenderData and all the others that would make half sense, same non-result.
It seems so simple but the solution still evades me.
I am hoping you guys can help me figure this out. (Please bear in mind, C++ n00b here )