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How can I get hard edges without extra vertices? (Procedural Mesh)

Hey everyone! I have a procedural mesh that I set up where it calculates each vertex and then calculates the triangles for it. That said, it only calculates each vertex once. I am aware that if I calculate the overlapping vertices again for the new triangles that it would create hard edges.

However, the problem is that performance suffers greatly if I am using lots and lots of triangles while using this method. By using the one set of vertices, the engine interpolates between the points to smooth it out. I was wondering if it would be possible to turn off the interpolation and just have flat, angular connections. This probably would have to be done through editing the source code for the engine or creating a duplicate or child class of the Procedural Mesh Component. If there is another way, I'm all ears! Any advice would be much appreciated! :)

Product Version: UE 4.19
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asked Dec 25 '18 at 12:19 AM in C++ Programming

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