Understanding UV coordinates in Procedural Mesh Component

Despite it is base of 3d modelling, I couldn’t find solution for my problem. As I understand each vertex have one UV coordinate. It is a window shown on figure and I want to apply material on wall face, wall side, windowsill and window glass without stretching. What UV coordinate should I set to vertex A, B, C and D? Thanks.

Look at “GenerateBoxMesh” here :

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Private/KismetProceduralMeshLibrary.cpp

It will help you to see clear

So is it normal practice to create all polygons with its own unique vertex? For example to make cube with 3 vertices on each corner rather than 1 vertex and share it between a couple of triangles? Ok, it’s rhetorical question, thank you. :slight_smile: