Right now im implementing softbodies in unreal. ( Not nVidia Flex ) (Mass spring based)
I want to clone same mesh with proceduralmesh component. So i need triangles and vertices.
There is 2 way for this. First i can use RenderData from staticmesh
Or i can use PHYSX TriMesh and return them all.
When i get mesh from RenderData i can access UV’s, materials … Physx only gives vertices and triangles.
But my main problem, if i use STATICMESH RenderData returning vertices and triangles different than PHYSX. Why this happens ? And if i use RenderData mesh looks like cutted from some points. In rigid body this is no problem but in Softbodies it affects everything.
Sorry for my bad english.