I see there are other posts about this but no answers. This is a big one IMO. How do we get UV coordinates from a world space location? You can get the actor from a trace but how do you get that hit point on the actor’s UV’s?
Actually, is there anyway to access the UV’s of a static mesh from blue print?
I’ve been trying to figure this out as well with no results. I want to project the UVs from a camera or scene capture to map its output onto an object…
This question has never been answered. Is there a way in code or in the editor to retrieve the UV coordinates, or the pixel value of the texture on the mesh being hit from a raycast?
Bump. I curious as well.
Why no answer? This is important.
reaaaaaaally interested in this