Making progress I think
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Components/SkeletalMeshComponent.h"
#include "MyBlueprintFunctionLibrary.generated.h"
/**
*
*/
UCLASS()
class NEWCPPTESTING_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable, Category = "SkeletalMeshStuff")
static FVector GetVertexPosition(USkeletalMeshComponent* MyComponent, int32 MyVertexIndex);
};
.h file
// Fill out your copyright notice in the Description page of Project Settings.
#include "Components/SkeletalMeshComponent.h"
#include "Rendering/SkeletalMeshLODRenderData.h"
#include "Rendering/SkinWeightVertexBuffer.h"
#include "MyBlueprintFunctionLibrary.h"
FVector UMyBlueprintFunctionLibrary::GetVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex)
{
// MyVector = FVector (25.f, 27.f, 29.f);
FSkeletalMeshLODRenderData Model;
FSkinWeightVertexBuffer SkinWeightBuffer;
FVector MyVector = USkeletalMeshComponent::GetSkinnedVertexPosition(Component,VertexIndex,Model,SkinWeightBuffer);
return MyVector;
}
.cpp file