Generate Procedural Mesh

@: How to use more than one TextureCoordinate:



struct FTerrainMeshVertex
{
	...
	FVector2D TextureCoordinate[2];
	...
}


VertexFactory:



DataType NewData;
...
NewData.TextureCoordinates.Add( FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FTerrainMeshVertex, TextureCoordinate[0]), sizeof(FTerrainMeshVertex), VET_Float2) );
NewData.TextureCoordinates.Add( FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FTerrainMeshVertex, TextureCoordinate[1]), sizeof(FTerrainMeshVertex), VET_Float2) );
...


But there is one thing you need to know: In the material you have to select “Coordinate Index” 2 for TextureCoordinate[1], 4 for TextureCoordinate[2] etc…