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.
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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
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You can do the same with rotation if you need to…
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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…

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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…

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