I’ve been messing around trying to come up with my own alternative to UGameplayStatics::FindCollisionUV() because it relies on a ‘face index’ from a hit result - something that only seems to be provided from ‘complex’ (per-tri) traces , which are not viable in my project.
So, I’m running a vertex-based solution instead and I’ve been hitting some limitations of that (UV accuracy degrades with mesh vertex count). My question then-
Is it possible to determine the index of a face on a mesh (from the UVInfo’s Index Buffer) , using a vertex on that same mesh?
Taking the indices from the mesh you for sure can go through all indices and find the triangles that belong to a specific vertex, and that is realy easy (just a performance question). But it is a whole other thing to determine the triangle that you are looking for.
First of I would calc the normal for each triangle and dot product it with the impact normal of the trace. Remove all triangles with a negative DotProduct (faceing away).
Then continue from there. Not sure how else to proceede if you only have a single vertex.