x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Multiple UV coordinates in Procedural Mesh Component?

How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor.

I know it is possible to generate multiple vertices per corner, as in UKismetProceduralMeshLibrary::GenerateBoxMesh but that's 24 vertices instead of 8 for a simple box. Would this be a performance problem?

I know that FRawMesh (used when importing an FBX into a static mesh) contains multiple UVs per "wedge" (properties stored for each corner of each face). But I don't know how to set or create the equivalent in custom mesh component (except by duplicating vertices).

I know that casperjeff modified the Procedural Mesh Component plugin to add an additional UV set (as he explains here), but I don't really know how to make one UV set correspond to one face.

I am looking for an efficient solution in terms of performances.

Product Version: UE 4.10
Tags:
more ▼

asked Mar 08 '16 at 10:01 PM in C++ Programming

avatar image

Arthur Masson
319 37 45 61

avatar image uced Apr 07 '16 at 09:51 PM

Very interested in an answer too.

avatar image rikardherlitz Nov 02 '16 at 01:07 PM

Me too. Are there really no plans on adding support for more UV channels to Procedural Meshes? Extremely limiting atm.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

As Maxim DC explained on gamedev.stackexchange, duplicating vertices won't have noticeable performance impact (all vertices are processed in parallel on the GPU anyway). This is a good solution.

more ▼

answered Nov 02 '16 at 01:52 PM

avatar image

Arthur Masson
319 37 45 61

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question