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
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_;
Maybe an issue with the normals? Otherwise I’d check that all the missing vertices aren’t stacked into (0,0,0).