Hi all,
I have a question for you about a material I’m workin on.
I must store in my meshes a couple of float values for each vertex and use them in the material to drive some stuff.
At the moment I have 2 ideas, both needs a DCC software workaround before importing into UE4:
1- Use vertex color (for example R and G channel) to store this values and in UE use a VertexColor node in the material to retrieve them
2- Add a new UV channel and place vertices in specific position of the UV space, then access the values with a TextCoord node.
My question is: are both method comparable in terms of performance/memory usage or is one better than the other?
Almost every, big mesh of the level should use this feature.
At a first glance I’m oriented to the vertex color solution, but I’m not so sure 
Thanks a lot in advance
Daniele