# Get Triangle Coord at UV (StaticMesh) not working in Niagara?

**URL:** <https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289>\
**Category:** FX\
**Tags:** unreal-engine, question\
**Created:** [June 6, 2024, 1:05pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289 "2024-06-06T13:05:16Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![pontanan1107](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@pontanan1107](https://forums.unrealengine.com/u/pontanan1107)\
**Post date:** [June 6, 2024, 1:05pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289/1 "2024-06-06T13:05:16Z")

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Get Triangle Coord at UV is working in Skeletal Mesh. However, in StaticMesh, Get Triangle Coord at UV does not work.  
Has anyone else experienced similar symptoms?

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**Author:** ![TristanPiejn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tristanpiejn/32/1067648_2.png) [@TristanPiejn](https://forums.unrealengine.com/u/TristanPiejn)\
**Post date:** [February 12, 2026, 1:52pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289/2 "2026-02-12T13:52:09Z")

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Same here… this node indeed seems to be enitrely broken. It is also lacking UV set inputs, and even then, it will not output proper triangle data.

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**Author:** ![RedGrimnir](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/redgrimnir/32/1054683_2.png) [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Post date:** [March 1, 2026, 9:22pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289/3 "2026-03-01T21:22:36Z")

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Yep its broken somewhere seems id always turning -1.

As a workaround modifying Static/SkeletalMesh location, returning MeshTriCordinate then catching this in scratch pad and GetTriangleWSInterpolated is kinda works.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/b/2/1b24aec763f527b6009c5d97155295f85251252c.jpeg)

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**Author:** ![SouryGame](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SouryGame](https://forums.unrealengine.com/u/SouryGame)\
**Post date:** [August 29, 2026, 7:21pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289/4 "2026-08-29T19:21:19Z")

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Hi, after a bit of debugging I’ve figured out how to use it.

You need to call `Build Uv Mapping` in your Emitter Spawn script with the UV index you want to build.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/f/3/7f3c124bd08dcefa36b89e98c2a1647096ff5c93.png)

This prepares the necessary data, so they can be used later in the Particle Spawn / Particle Update.  
Please note that the Static Mesh Reader you pass in needs to be the same one you’re using later on.

(edit)  
It looks like it takes one tick for the data to be set as the instance data so if you use spawn burst you need to delay it a bit for the data to be valid.

Cheers!
