How can I convert Quixel Megaplants spruce trees into usable Static Meshes?

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?

Do they really need to be static meshes? Nanite foliage leverages skeletal mesh system to animate wind instead of relying on wonky world position offsets. If your project uses nanite, it would probably be best to just use the megaplants as-is. While skeles have a cost, so does WPO wind. If they must be static meshes for some reason, you probably have to go into the nanite foliage assembly and bake out each section to static, then make a new foliage assembly from the pieces.