I’ve created a system where some of the objects in my game use custom scene components that have some additional UPROPERTY’s (some FVectors). Rather than fill these values out manually for every object, I wrote a script in blender that exports a CSV file with them alongside the corresponding FBX. The scene components have a UDataTable* (wrapped in WITH_EDITORONLY_DATA), and when PostEditChangeChainProperty detects a change to it, it populates the other non-editor-only UPROPERTY’s with the values from that file.
My question is, is this a good practice? And do I have to do anything with those CSV files to ensure they aren’t compiled into the production build?