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[Low poly] Procedural mesh colors

Hello,

I have a procedural terrain generated in C++ in a game that use the low poly style. I'm currently working on biomes implementation, and I have a little issue :

Each vertex of the terrain has a FColor depending on what biome it is located, but sometimes, the color of generated triangle is a gradient between different colors of his 3 vertices. I'd like the color of the triangle to be uniform without gradients.

So, I have this : alt text

And I want this (like the great Astroneer do) : alt text

How can I do this without duplicate the vertices of each triangles ? Do I need to write a custom shader ? Or do some Blueprint manipulations on the terrain material ?

Thanks for the help :)

Product Version: UE 4.21
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asked Mar 16 '19 at 12:06 AM in Using UE4

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Zbluu
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I answer to myself : the only way is to duplicate vertices.

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answered Mar 21 '19 at 05:30 PM

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Zbluu
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