i have a brep which uses a custom render mesh which i created. This mesh has texture coordinates. I’d like to use the custom render mesh and it’s texture coordinates when i use the UVEditor on the brep. Once i start the UVEditor, the custom mesh assignment is lost, even when i cancel the UVEditor, my mesh is replaced with a very coarse mesh.
I’ve found that when i assign the custom mesh as a custom mapping object, the UVEditor properly uses it and unwraps my own custom rendermesh with the custom mapping mesh coordinates. Is there a way to programmatically assign my mesh as the custom mapping object ?