I’m trying to use VFX in specific regions on a character and would normally use sampling regions to do it easily, however the mutable mesh that is generated doesn’t seem to be creating any of the ones on the source mesh. I don’t see a way of enabling this or generating sampling regions in the customizable object or at runtime.
Is this a bug or should I be achieving the effect in a different way?
Unfortunately, this is not supported at the moment. I’ve logged a bug that you can follow at https://issues.unrealengine.com/issue/UE-273277. It’ll take 24 hours or so for it to show up on the site.
One non-code workaround I can suggest is to utilize a skeletal mesh in your Niagara system as effectively a proxy. This means you would use the data from the original mesh that contains those sections and only that in your Niagara system as your spawning surface and drive that proxy mesh as an attached mesh.