Hi,
Is it possible to create a mesh snapshot from a USkeletalMeshComponent? There’s USkeletalMeshComponent::ComputeSkinnedPositions, but it only computes the vertex position. All the topology, uvs, normals etc. are completely lost. For example, Unity has such functionality Unity - Scripting API: SkinnedMeshRenderer.BakeMesh (it doesn’t keep the material ids unfortunately). The reason I need it is so I can apply various modifiers on the animated mesh and display that instead, for example applying OpenSubdiv.