Is there any way to offset already existing vertex data with procedural mesh component ?
So I already have a mesh loaded with PMC but I want to make it custom and edit the vertex data on the mesh after I have created a mesh section and then use UpdateMeshSection
So the data lives in the Vector Array.
I can create new vertex points but I can’t change them ?
Nothing seems to work to properly offset vertexes to another position.
I want to modify the Z axis that is the last float on the vector array.
For testing purpose I tried a simple test to see if I can offset anything with:
for (int index = 0; index < vertices.Num(); ++index)
{
vertices[index] += FVector(0, 0, 1.f);
}
So far I don’t get the results I want, in this case it should offset all the vertex data on the z axis inside the vertex array, such setup works when creating new vertex data and adding noise to it, I get the desired results with similar lines.
When it comes to offsetting what already is nothing seems to work, so for a simple test I chose to leave everything zero as it is on the x,y and raise the z axis by 1.f to see if there is anything offsetting.
Is there no way to offset vertex data with Procedural Mesh Component ?
A simple example at least, there is nothing on this on the docs page about offsetting nor anywhere else.