Procedural skinned mesh?? (was UProceduralMeshComponent with skinned mesh)

I’m in the process of porting a game from OpenGL based custom engine to Unreal, and I’ve hit a snag. The game builds skinned meshes procedurally using metaballs for the characters.

I started using **UProceduralMeshComponent **for other non-skinned meshes and it’s working great. But now I’ve hit a major snag with trying to add skinned/bone data because **UProceduralMeshComponent **doesn’t support skinning or bone weighting.

**USkinnedMeshComponent **looks like it might be the way to go, but then how do I take all my run-time generated vertex data and feed it in?

Been doing further research on this and found this thread…
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1446998-what-happened-to-uskeletalmesh-in-ue-4-19

Leading to FSkeletalMeshRenderData
https://docs.unrealengine.com/en-US/API/Runtime/Engine/Rendering/FSkeletalMeshRenderData/index.html

This looks like it might be the path to follow? As it sounds like it meets my requirement of building a skinned mesh during game runtime from vertex data.