# How can you access the faces/tris/verts of a collision mesh?

**URL:** <https://forums.unrealengine.com/t/how-can-you-access-the-faces-tris-verts-of-a-collision-mesh/281093>\
**Category:** World Creation\
**Tags:** faces, unreal-engine, Physics, Collision, CPP, question\
**Created:** [April 19, 2014, 10:14pm UTC](https://forums.unrealengine.com/t/how-can-you-access-the-faces-tris-verts-of-a-collision-mesh/281093 "2014-04-19T22:14:20Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Diego\_Visualma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Diego\_Visualma](https://forums.unrealengine.com/u/Diego_Visualma)\
**Post date:** [July 30, 2016, 9:51am UTC](https://forums.unrealengine.com/t/how-can-you-access-the-faces-tris-verts-of-a-collision-mesh/281093/3 "2016-07-30T09:51:40Z")

</div>

Did you try the Get Closest Point on Collision node? To be honest I don’t quite understand how it works, but it looks like what you are looking for.

Here is the node reference:

> **[Get Closest Point on Collision](https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Collision/GetClosestPointonCollision/)**
>
> Get Closest Point on Collision

And here is the C++ reference of a similar function made by Rama, which might be related or be the origin of that node:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

It even looks like Rama’s function returns not only the actual point, but the distance to it as well, so by comparing that to a threshold the original poster might have known if it was close to an edge.

Now, for sbbg, leaving a bullet hole is easier done by spawning a decal at the hit location of an on hit event or a trace, and attaching the decal to the actor in case it is a moving object.

Changing the color of the faces I think would imply that you have a dynamic material for each face. To do so in a single material would mean you are writing info to a texture inside a material. That is possible by using a CanvasRenderTarget2D, but judging by what I have seen on other threads, what is not currently possible is getting the UV coordinate corresponding to a given vertex, so you wouldn’t have the information needed to know where to draw on the texture.

---

_[View the full topic](https://forums.unrealengine.com/t/how-can-you-access-the-faces-tris-verts-of-a-collision-mesh/281093)._
