Thanks for the info! I missed that information when reading the manual.
Anyway, in the area where this is mentioned there is also information concerning “monolithic” mode and “modular” mode"
https://docs.unrealengine.com/latest/INT/Programming/Modules/API/index.html
"The easiest way to think about these specifiers is that they’re used to tag functions, classes or data as “public” to your module’s DLL file. If you mark a function in the Engine module as ENGINE_API, then any module that imports Engine can access that function directly.
These are only used when compiling the engine in “modular” mode (DLL files on desktop platforms). The opposite is what we call “monolithic” mode, which globs all code together in a single executable file."
So it seems to me that one solution might be to build the project in “monolithic” mode or as you mentioned declare the constructor for FStaticMeshRenderData as public (by using ENGINE_API). I will look into those “solutions” next.
**The scenario I am trying to solve is basically to load/create unreal compatible meshes from my own file format when a game is running. If anybody can see a better way to attack this problem please let me know. **
Btw, I have looked at the fbx importer but it has dependencies to code in the editor like FRawMesh (that I guess is not available in a running game).
Thanks,
J