# What does the UV0 array mean in the Procedural Mesh Component?

**URL:** <https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997>\
**Category:** Rendering\
**Tags:** uv, procedural-mesh-comp, unreal-engine, CPP, question\
**Created:** [February 23, 2019, 4:22pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997 "2019-02-23T16:22:57Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![RedBowler](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RedBowler](https://forums.unrealengine.com/u/RedBowler)\
**Post date:** [February 23, 2019, 4:22pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997/1 "2019-02-23T16:22:57Z")

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What does it represent the UV0 array in this guide

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

and why the values aren’t between (0,0) and (1,1)?

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**Author:** ![zincr0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zincr0](https://forums.unrealengine.com/u/zincr0)\
**Post date:** [February 25, 2019, 1:00pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997/2 "2019-02-25T13:00:23Z")

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It’s the uv map, used for textures. Like the points on this image [https://shiningflint.files.wordpress.com/2013/05/capture2.jpg](https://shiningflint.files.wordpress.com/2013/05/capture2.jpg)

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**Author:** ![RedBowler](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RedBowler](https://forums.unrealengine.com/u/RedBowler)\
**Post date:** [February 25, 2019, 2:34pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997/3 "2019-02-25T14:34:11Z")

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In [A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Procedural_Mesh_Component_in_C%2B%2B:Getting_Started) there is an array like this  
TArray UV0;  
UV0.Add(FVector2D(0, 0));  
UV0.Add(FVector2D(10, 0));  
UV0.Add(FVector2D(0, 10));  
but uv mapping is supposed to be done with values between 0 and 1 ([UE4: Dynamic Texture Coordinates (Animated, Generated UVs) - YouTube](https://www.youtube.com/watch?v=bu8kGs1ap54)), here they appear between 0 and 10.

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**Author:** ![zincr0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zincr0](https://forums.unrealengine.com/u/zincr0)\
**Post date:** [February 25, 2019, 8:19pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997/4 "2019-02-25T20:19:56Z")

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The code is _creating_ each one of the points of the uvmap (maybe in pixels?), while in the video an _already created_ array of points (the uvmap) is being proyected (scaled or panned) over a texture (where 0,0 is one of the corners of the texture and 0.5,0.5 is the center).

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**Author:** ![zincr0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zincr0](https://forums.unrealengine.com/u/zincr0)\
**Post date:** [February 25, 2019, 8:53pm UTC](https://forums.unrealengine.com/t/what-does-the-uv0-array-mean-in-the-procedural-mesh-component/443997/5 "2019-02-25T20:53:23Z")

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Checked, it wasn’t in pixels. The uv coordinates are indeed between 0 and 1 to match the size of an image (in %), but remember that an uvmap it is not limited to the size of the image. If you put your vertex outside the limits, the image will be “tiled”, it will repeat between 1 and 2, 2 and 3, 3 and 4, etc…
