Hello,
I haven’t done too much in UE4 since 4.8 and its proceduralmesh component. I need to be able to take static mesh and skinned mesh actors and access their vertex positions, UVs, triangle indices, and vertex colors all in the editor and make my own meshes from that data. I’ve looked through the API documentation and can’t find anything that would help me out. Can anyone help?
Thanks!
Hello,
I haven’t done too much in UE4 since 4.8 and its proceduralmesh component. I need to be able to take static mesh and skinned mesh actors and access their vertex positions, UVs, triangle indices, and vertex colors all in the editor and make my own meshes from that data. I’ve looked through the API documentation and can’t find anything that would help me out. Can anyone help?
Thanks!
I spoke with and this was his response:
For skeletal meshes USkeletalMesh::GetImportedResource() will get you the imported model and you can drill down into FStaticLODModel then into the FSkelMeshChunk array and then you can get the rigid and soft verts
Getting at them post deform is pretty tricky as we skin them on the GPU (edited)
You can force it into CPU skin mode then you can probably get at them
In the editor if they don’t want deformed stuff they can follow the stuff I said above
If you want deformed you’ll have to enable CPU skinning and capture it from the skinning code (I don’t think this is accessible however)
Static meshes you want UStaticMesh::RenderData in there you can get a FStaticMeshLODResources for each LOD and that has all of the vertex data and index buffers
I hope that helps!