You want all the vertex points to point outward ?
Blender offers this simple, in it’s menu there is recalculate normals outside.
If you want to lerp with C++ you should lerp at 0.5 that is inbetween, that will get you the middle point outwards.
If you want you can still modify normals in unreal with these systems , but you got to learn to use them, your normals vector is a regular FVector, it knows it’s a normal vector by section order when you load the section to the component, first you got vertices and other things, they come in linear fashion. You can do anything before loading sections with it.
A general rule to point outwards/ inwards or any way you want it’s as simple as this for procedural meshes.
normals.Init(FVector(0, 0, 1), 500.f);
Normals being your Template Array data in this case.
After this you can revert the mesh to static mesh, by creating a static mesh out of it, you have a tab option.
You can also lerp the normal vector on the axis to make it phase to a degree, linear interpolation.
It’s simple with blender, recalculate normals outside, when you export, select the fbx options for export make sure you select faces for export under the geometry tab that is in the export section page for fbx, it includes the vertex normals, or you can choose normals only. In unreal you can now import the mesh inside and use a library maybe to load the mesh sections with one of the systems mentioned by me.
To view how the normals are pointing in unreal, you simply click the mesh twice and you will go the the mesh tab and on the tab of the mesh you will have normals, collision and so on, once you click the normals it will show you how they point, in what direction.
To get the normals with what ever you want you have to calculate the direction of the normals between the object of refrence and the source, player, the casting object or whatever. So you have to make a sort of calculation inbetween two objects tho I’m not sure and I never tried, but it worked with other things, like getting distance between objects, getting data off of an object when you face it in front, trigers and so on with raycasting by single line. Maybe you have to rotate the vector to a degree that it points at the ray, meaning you have to get a forward vector and transform it to rotation, so your normals per haps can always point forward towards the ray.
It’s not that simple