The Editor supports the conversion from actor to static mesh. And possibly from skeletal mesh asset
But, I would like to create the static mesh from a skeletal mesh component.
This skeletal mesh is a highly configurable mesh and I would rather not manually create all the possible configurations.
(Hard to maintain when new options are added, e.g. weapon skins, attachments).
I did find an intermediate step with Poseable mesh, but this does not address additional children meshes. And I was wondering if it is possible ‘in-one-go’.
Preferably a C++ solution, but blueprint will also do.
Thanks in advance