Creating a skeletal mesh component object from vertex/index data


I have the following scenario. I have an existing skeletal mesh component. I get all the vertices and indices from it and manipulate them. Now I want to create a new skeletal mesh component based on the existing one (make a copy essentially), and set the modified/edited geometry information to the copy. Result should be: two skeletal mesh components with identical properties, but with different geometry.
Sounds like a simple idea, right? However, it is aggravating how difficult it is to achieve such a simple concept in Unreal. I need your help!


Use the procedural mesh component - the recent twitch video by Ian and Alex has example of exactly what u want

Perhaps I am wrong, but I do not see anything in the Procedural Mesh Component that takes blend weights? The rendering information seems to not have anything related to skeleton/weights as well?