Generate Procedural Mesh

[=casperjeff;370650]
If anyone has an interest, I forked 4.9 release and added support for an additional UV set in ProceduralMeshComponent (also required changes to DynamicMeshBuilder). It’s probably not suitable for a pull request to Epic as I was forced to ‘require’ the additional UV for some unrelated editor based users of DynamicMeshBuilder (there are some overlapping dependencies on the PMC that I wouldn’t have expected)

If you have Epic access, you should be able to see/acquire my changes here: .com/casperjeff/UnrealEngine/tree/proceduralmesh_multi_uvs
I haven’t run across any negative side effects - although its very possible I missed something (first engine tweak for me)

My team is using the additional UVs to pass in custom data to store with the mesh so that we can do some material/shader trickery (change emission settings) based on reading these non-texture based uv values.

Enjoy!
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Hi Casperjeff. Thanks for this branch, it will help me get more details into my procedural meshes!

So far I’ve copied over your changes and recompiled the build. However in Blueprints I still see only one slot for UV (UV0). Are there additional steps to make this change take? Much appreciated.