When i change the first vertice to 0,0,0 it starts from the position of the procedural mesh…so i think the world location of camera is seen as the relative location in the procedural mesh blueprint.-…so if we have a method to convert the relative to world then may be the issue will be gone…

so basically 0,0,0 is the position of the procedural mesh and the first vertice (-1620, 100, 10) position calculates based on this rather than world location origin
The mesh construction is relative. You need to put the mesh in the correct location
You’re adding a component, but it needs to start in a world location.
so you mean i need to give the world location of the camera component to the relative transform ??
Nope 
You have to add it relative. So the question is, how can we make a world location look relative to the blueprint?
Answer is, like this
You can do the same with rotation if you need to…
hEY @ClockworkOcean
I think somethig is not still right with this one. So we now have the first vertex as (0,0,0) and i have some data to calculate the other two vertices and i calculated it nad feed into the mesh. But when i check the trangle the angle is not correct…
Below is the calculation and using some trignometric functions i calculated the value of z and given as vertice
Values of the vertices calculated using maths trignometeric fns
This is the result i got after ploting the triangle. As you can see the angle is clearly more than 16 degree. What might be issue ? is it because of the cordinate system ?
Does UV0 has any role in it ? The math is right and the triangle should have less width. But as shown below the y length is more than x length…but it should not be like this…
Nope, that’s just the UVs.
How can I have a different result from you?..
What do you have as triangles?
I also confused and doesnot have any answers…as per the math, it should not happen and looks fine for me…again i made one video to check it…https://youtu.be/cwu3lvZdy3s
What does that ‘update plane’ thing do?
@ClockworkOcean That was just an updation to the vertices at a later time but i ditached it and again there is no change…https://youtu.be/G5dKEqbTlrU
still can’t able to figure out…
I’m using UE5, I doubt that makes a difference. But that’s the only difference…
So in UE4, the co-ordinate system is same as that of UE5 right ? or is it will be a bug or something like that ?
Same system. I don’t think there’s a bug. I think you have something ‘whacky’ in there…
Why not just copy this code, do you get the same thing?
Yes, it seems to be working when i create a new procedutral mesh…may be i changed the blueprint class in middle from pawn to actor…donno what is wrong with it…

It should be pretty easy to change that into something that does work.
It would help you if you had a more systematic approach. You’re introducing many things all at once. Nobody could find the problem with that method…
