The Initialize_MeshReproductionSprite module appears to generate sprites by transferring the position of the mesh using the center of gravity coordinates of the triangular polygon of the mesh.
However, I can’t customize it further because I can’t understand the node behavior of the module script exactly… It’s a little different from normal BP. (e.g., the concept of a map that looks like a structure, SelectNod that seems to act similar to if, etc.) Are there any tutorials that you can refer to, such as the structure of the Module Script or the information of the primary node? Please let me know if you have any.
(What we are currently trying to implement is that we want sprites to be created only where vertex colors are applied compared to the vertex colors of the triangle before delivering the sprite generation position in MeshReproductionSprite.)