// Copyright Epic Games, Inc. All Rights Reserved. uint {DataInterfaceName}_NumVertices; uint {DataInterfaceName}_bIsValid; float {DataInterfaceName}_DefaultValue; Buffer {DataInterfaceName}_ValueBuffer; uint ReadNumVertices_{DataInterfaceName}() { return {DataInterfaceName}_NumVertices; } float ReadValue_{DataInterfaceName}(uint VertexIndex) { if ({DataInterfaceName}_bIsValid) { uint BufferIndex = (VertexIndex); return {DataInterfaceName}_ValueBuffer[BufferIndex]; } else { return {DataInterfaceName}_DefaultValue; } }