Hi,
I’m currently working on a plugin that will also you to save a custom procedural mesh asset I’ve created back to a static mesh.
I’ve been digging around though the code and it looks like static meshes are created in UFbxFactory. I think it would probably be possible to make my own factory to convert my types directly by filling in the appropriate data structures.
But I was wondering if any of the Unreal Dev’s had an opinion on whether it better to go down this path or just export the procedural mesh as a FBX file and then import it again as a normal FBX model?