I was hoping converting to a static mesh would take away the limitations of procedural meshes and/or allow for saving or replication. I’ll either serialize or simply share .fbx files or the like between server-client.
With the same data used for making a procedural mesh, you can make an OBJ/FBX/… file via a c++ library like assimp, which you can import at later times. A more direct and existing way has been done by: https://www.unrealengine.com/marketplace/-save-system