I believe having the ability to set the default mesh paint texture on the Static mesh would a extremely efficient setting as it would allow us to use the standard UV1 blend mask (aka “splat map”) workflow without the requirement of multiple material instances per mask.
of course this still has some more design questions that need to be solved such as :
“should it keep the original texture size or should it resample it to the mesh paint resolution”
“Should this texture ID always be attached to the mesh component or should it be written into the level data when added to the level and later referenced from there” (from my knowledge this is where they are currently stored? correct me pls)
for anyone interested in this idea please feel free to comment , I believe that this would be a great step in improving this workflow and would greatly expand the use case of this tool
Thank you for reading