I have a FBX mesh that is composed by hundreds of submeshes with hierarchy. If I drag and drop it in Unreal it loads fine, but as a single static mesh. What I would like is to be able to see the submeshes in order to manipulate them at runtime (like moving them and so on).
As far as I know, I could load the mesh and decompose it, so that all the submeshes would actually be meshes on their own; this is not an option in my case, since I would have literally hundreds of meshes to place manually to form the mesh.
Another option would be to actually load the FBX with a library like Assimp and recreate it using the ProceduralMeshComponent, but this isn’t easy neither (mostly because of the materials that the FBX has).
Are there other options that I’m not aware of?