I’d like to create an array with length = # vertexes on a mesh, and then distribute a collision impact between the three nearest vertices in that array (where each vertex corresponds to a single index).
What is the most effiecent way of doing this? I have found (Accessing Vertex Positions of static mesh - C++ - Unreal Engine Forums) which mentions:
StaticMesh->LODData[0].PositionVertex
But, I’d have to loop through PositionVertex each time, and I can’t help but think there might be something else out there that would be faster. Is there anything in the engine that might help, or should I expect to just build some helper functions and data structures using PositionVertex?