// Copyright Epic Games, Inc. All Rights Reserved. uint {DataInterfaceName}_NumVertices; uint {DataInterfaceName}_MaxConnectedVertexCount; StructuredBuffer {DataInterfaceName}_ConnectivityBuffer; uint ReadNumVertices_{DataInterfaceName}() { return {DataInterfaceName}_NumVertices; } uint ReadNumConnectedVertices_{DataInterfaceName}(uint VertexIndex) { return {DataInterfaceName}_MaxConnectedVertexCount; } uint ReadConnectedVertex_{DataInterfaceName}(uint VertexIndex, uint ConnectedVertexSubIndex) { uint BaseIndex = (VertexIndex) * {DataInterfaceName}_MaxConnectedVertexCount; uint ConnectedVertexIndex = {DataInterfaceName}_ConnectivityBuffer[BaseIndex + ConnectedVertexSubIndex]; return ConnectedVertexIndex; }