>>without relying upon vertices being present at that location?<<
I'm afraid you can't since UV is a 2D system. You may easily calculate their world coordinates when you use the 3 vertices of the triangle. simply shift the UV space (winthin 1.0) to the triangle size, add the min vertex coordinate, then use tformpoint.
I'm afraid you can't since UV is a 2D system. You may easily calculate their world coordinates when you use the 3 vertices of the triangle. simply shift the UV space (winthin 1.0) to the triangle size, add the min vertex coordinate, then use tformpoint.