I’m new to Unreal Engine, so I might be missing something obvious.
I’m making a game with procedural terrain generation (not PCG) and I need my trees to be static meshes. I found these quixel megaplant spruce trees that look perfect for my game, but they seem to be skeletal meshes instead of static meshes.
I tried using the “create static mesh” button, but it only creates a few triangles visually, and the asset says it has around 82 million nanite vertices. I also tried exporting as FBX, but that gave me the same result.
Is there a proper way to export these trees as usable static meshes, or at least get them into a format Blender can support so I can decimate them there?