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.
Unfortunately that doesn’t work for me. I need to implement the Alembic just like the existing FBX importer so that I get a StaticMesh asset in the game content. This original post surely would have helped me get my head around at least part of it, as the FBX code is extremely vast, but oh well.