My goal is to eventually read vertex data from a file, load that data into a C++ structure which I can then access in my blueprint at runtime to create a unique polygon.
UPDATE:
I have confirmed that my function “GetPolygonFromVectors()” is being called by using the UE_LOG macro. Still not sure why the Blueprint isn’t getting the correct polygon values.
UPDATE2:
Looks like “Append Simple Extrude Polygon” wasn’t the function I needed for this. Below is the solution that I got to work for anyone attempting todo the same thing.
This is a procedural mesh actor. This is a blueprint derived from the C++ class below.
This is the blueprint for the mesh. It pulls in my two arrays from my C++ code. This is achieved by using UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray PolygonVerts and UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray PolygonTriangles.
This is the C++ code for the “Read Polygon Verts” function that you saw in the blueprint. It is a void function that builds the vertices. I’m 100% there is a better way todo this, however, it works for my current exploratory needs.
I hope you found this helpful and don’t spend 2 days trying to figure this out like I did. As of this forum post I have only been working with Unreal Engine for about a week.