I have an issue with polygon editing. In the modeling mode we have really nice tools to perform (among other things) mesh simplification, where you for example choose a target amount of triangles or vertices or simply a percentage and it does a nice job of reducing your model towards that target. It looks really good unless you overdo it of course.
However, via Geometry Script we can access this functionality via Blueprint. But - if I do a polygon reduction there (whichever way) it will reduce it but in the process destroys the model, e.g. it will have plenty of holes - even wen only reducing to say 90% of the original. The point is, it is not the same result as doing it in the editor with the poly edit tools. By the parameters I can set I can see that it might be the same funactuionaly exposed, however limited as I cannot choose the same values for alla parameters than in the UI.
Does anyone know how I can do this in Blueprint that mimics the behavior from the UI?
I am aware that I could also do this in C++, but I am relatively sure that this will be identical to the blueprint approach. But I haven’t tested that so I am not sure - just the C-function names seem to match the blueprint ones.
Grateful for any help!