The goal is to find all vertexes of the face from the observed Actor.
If the Mesh is simple such as a cube, it’s not so big deal to find all vertexes based on gotten normal, rotation of the actor, bounding box centre and extents.
But if the Mesh is more complex?
If I set bReturnFaceIndex and bTraceComplex to true and I have valid FaceIndex, how I can have vertexes from this face?
Or, probably, you know a simple way to have the location of vertexes from an observed face.
Thanks.