when export a skeletal mesh by using c++ code, the mesh not complete ,i have the same number of vertices in editor and after export
Maybe an issue with the normals? Otherwise I’d check that all the missing vertices aren’t stacked into (0,0,0).
the solution is
Mesh->ComputeSkinnedPositions(vertices);
TArray<FVector> vertices_;
for (int i = 0; i < vertices.Num(); i++)
{
vertices_.Add(Mesh->GetSkinnedVertexPosition(i));
}
the solution is
Mesh->ComputeSkinnedPositions(vertices); TArray<FVector> vertices_; for (int i = 0; i < vertices.Num(); i++) { vertices_.Add(Mesh->GetSkinnedVertexPosition(i)); } vertices = vertices_;
