Here is the code piece that I'm using for importing texture UV from FBX:
The "Result" is a vector which has the same size as control points.
I imagine the number of UVElement->GetDirectArray() should have the same number as control point.
So I wrote the loaded UV with control point index to the Result.
However here is the problem: The UV counts could be different than control point counts!
I realized the same control point index could have multiple UV values...
Do I simply sum the UVs and average them?
Or there is a way to get proper weight for blending the UVs?
None of official sample seems to mention this.
Many thanks!
Solved! Go to Solution.
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