I accessed vertex buffer by LODResources. It works great in game preview. but odd value obtained in packaged game or built game with Development config. You can download above logs here. (ok.txt is logged in DebugGame Editor, error.txt in Development.) I think, cooked asset occur this problem. If right, how can I access correctly. otherwise, how can I fix that?
Did you find a solution to this? I am using enqueue unique render commands to get the Index Buffer and the Vertex Positions. All the data is there but I cannot seem to make any sense of it.
Maybe the index buffer integers are not organized the same as when GetArrayView() is used so using the indices to get the triangle vertices doesn’t give the correct index.
In order to do this types of access in the packaged build you need to set the Allow CPU Access on the Static Mesh You are using as UE, when packaging builds does some sort of optimization and keeps static meshes only on the GPU, unless Allow CPU Access is specified.