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

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Arthur Masson
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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.

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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.

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answered Nov 02 '16 at 01:52 PM

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Arthur Masson
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