Hi. I can render procedural mesh data using wireframe output, but not vertices/points on their own. Is it possible to make a Material Editor example (or C++ code) for me that outputs vertices with vertex colors from Procedural Mesh data (Runtime Mesh Component)? I can do that for meshes/wireframes just fine. A simple example would be great.
Here’s a ‘simple’ pass through vertex shader: https://www.unrealengine.com/en-US/t…shaders-to-ue4 - to replace wireframe rendering. A passthrough vertex shader won’t draw in point mode if you draw triangles - DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 2, Vertices, sizeof(Vertices)); Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives.
The Point Cloud library approach will be ‘easier’ but inefficient computationally (and by resource usage). Custom shader is more difficult, but more efficient overall.
Below is what works for wireframe… what about for vertices only?