Is it possible to create a mesh using UProceduralMeshComponent that has multiple materials?
When you import a static mesh from an FBX that has multiple materials, the UE4 editor shows a material slot for each material in the static mesh. Since UProceduralMeshComponent derives from UMeshComponent, then it has the SetMaterial function that allows a material to be set in a material slot. However, I can’t find anywhere to specify the material slot ID for a vertex or face in the UProceduralMeshComponent. It seems like every vertex in a UProceduralMeshComponent just uses the first material slot by default.