Dear community,
I encountered a problem with UGameplayStatics::FindCollisionUV function after hit with box component.
At first, it works perfectly for me only in one specific case: 4-vertex plane (like a default plane in UE4 content).
The problem: for different meshes like default cylinder or sphere, there is a negative output of the function (testing on simple geometry). When result is positive, sometimes it is located outside of the actual geometry area. As a conclusion, result looks like very chaotic.
I tried different workarounds to solve this, from changing UV channel, up to modulo() frac() and abs() functions. Any tips?
Example of output: FVector2D of UV hit result