Is vertex order on simple static meshes maintained from FBX?

Hi all, I generated a simple mesh in Houdini (2x planes crossed over, no UV, Color, Normal splits etc) with a very specific vertex order. I was counting on the vertex order to be maintained after import to Unreal but doesn’t look to be the case. Is there an option to keep the exact same vertex order on import?

In my experience. No. Never.
Not even when you triangulate before import (which do make sure you do since your example isn’t triangulated).

Use vertex colors instead of whatever you are thinking to deal with it.

You can stick up to 4 values per vertex and use them creatively in whatever material.

Theoretically you have access to values from .001 to 1 - theoretically.