I got troubles with ProceduralMeshComponent and UVs. They are flipped sometimes.
So what is UV exactly ?
Usualy texture’s bottom_left corner is u = 0 and v = 0 and top_left is u = 1 and v = 1.
How is it in unreal ?
In my code I have polygons where vertex.z = 0 so uv.y = 0 and vertex.z = 300 so uv.y = 1, but vertical uv is flipped.