Right place to cache procedural meshes generated at runtime

I’m generating a terrain in chunks at runtime. Each chunk is a procedural mesh component (with a single section, if that is relavent). I want to convert the meshes into a static mesh (already found out how to do this, though not sure if it works during gameplay) with multiple LODs (I think I’ve figured out how to do this) and to finally save this mesh with the game. In future, when the player revisits the chunk the generation process does not need to be repeated (which is incredibly complex thanks to CalculateTangentsForMesh).

Based on my limited knowledge, I’m guessing Derived Data Cache is the right place to store these meshes. There isn’t really any docs on how to use them but I can figure that out later.

I was just hoping to make sure if this is indeed the right mechanism to store this kind of data, or there is something else in the engine that can cache static meshes generated at runtime and during gameplay.

Thanks.