Tutorial: Generating custom static meshes at Editor run-time

Very unfortunate indeed, I was just working on something like this yesterday and hadn’t seen this thread before you bumped it up again.

So what I ended up with yesterday uses the Custom/ProceduralMeshComponent and works pretty well for my case.
First I exposed both classes to blueprint (Blueprintable) so that they can be extended in the editor. For testing purposes I created one subclass for each one of the two classes, only to find out components don’t have a Construction Script in which I planned to create the geometry.
So I went back to my classes and added a BlueprintImplementableEvent, recompiled. Back in the editor I implemented this event in both blueprints adding a simple 2d square plane consisting of two triangles.
This component can now be used anywhere you like. Again for testing I created a new Actor blueprint subclass which uses both of my meshcomponent blueprints attached and positioned in the Viewport window. Finally in the Actor’s Construction Script I call the implemented functions on both components.

While this cannot give you StaticMesh assets like those you get from a regular import, it gives you StaticMeshComponents that allow you to generate a mesh for them at editor runtime.