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[Bug?] Procedural Mesh Being Offset

Been working a bit with the procedural mesh component as of lately. I wanted to challenge myself a bit with some geometry programming and wanted to make a cylinder that I can modify at runtime.

While I was successful in making the cylinder and figuring out the process of automatically making the triangles took it's fair amount of time - it is behaving VERY oddly.

What blows my mind is that the 2 vertices at the center are created at actor location. The mesh is created during the construction script, if it's at world origin of 0,0,0 it looks as it should but as soon as I move it - starts getting offset.

I've spent several hours trying different methods of generating it, checked my math several times but no matter what I do - it always lead up to this kind of behavior.

It looks as intended when I simulate and view it in viewport - but as soon as I move it around in the editor - all hell breaks lose.

I'm at a complete loss and has lost most of my motivation to continue on this, procedural mesh component is an absolute pain in the rear to work with in general - and this kind of behavior is just the icing on the cake.

If any of you out there have some suggestions, please let me know.


Short video of the issue; https://streamable.com/x9g7o

Product Version: UE 4.17
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asked Aug 12 '17 at 03:26 PM in Blueprint Scripting

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avatar image CaptParis000 Jul 23 '18 at 06:21 AM

I have the same problem! Did you ever fix this??

avatar image Dealman Jul 23 '18 at 01:49 PM

Aye, I did. But I don't have the project anymore and I can't remember what it was. Sorry :(

A wild guess I think some of my math was messed up.

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