Glad to hear it worked out! Being able to save the assets in an Unreal readable format may be difficult, depending on how glTF Runtime works. From a quick glance, it creates it’s own asset type as sort of a proxy for the meshes. Where I’d start in the source would be checking out what data it passes to generate them, how it passes this, and if possible write that data to a filetype in system, then load it upon launch, though this is a bit more of an addition or a hack.