Tutorial: Generating custom static meshes at Editor run-time

[EDIT: I have obtained the necessary tools to generate appropriate FBX files for the SDK/Unreal. The Unreal FBX import GUI can import around 500 meshes at a time, depending on their file name length. This appears to be a prototypical Windows API limitation (multiple file selection). I imagine there would be a way to programmatically execute the SDK, to work around this limitation].

Dear Lemmy101/Epic - can you please provide access to the code that was removed from this thread (eg via github)?

My use case is as follows;

  1. I have 10000 unique meshes that I wish to import into the Unreal Editor as static meshes.
  2. I don’t own any FBX tools, and none of its features are necessary (all I need to replicate is the geometry of my existing files as Unreal static meshes). If the Unreal Editor allowed the definition of static meshes directly via c++ function calls, then I wouldn’t be using the FBX pipeline/SDK.
  3. I find coding much simpler than (in my context) unnecessarily comprehensive graphical user interfaces.
  4. I don’t wish to have to replicate any GUI procedure multiple times (in case the geometry of my mesh library changes during development).
  5. I could generate procedural meshes dynamically at runtime (ProceduralMeshComponent), but I have performance concerns (and don’t wish to risk this path unless absolutely necessary).
  6. For optimisation purposes, I need to be very specific about the details of my meshes (and not rely on materials that have passed through multiple black box pipelines). All of the mesh properties I require to generate are available within the ProceduralMeshComponent library.
  7. I wish to perform actor specification at the same time as mesh generation (via code).

My first editing experience with UEdit was 15+ years ago, and I am looking forward to obtaining a solution on generating these static meshes. Thanks again for releasing this great engine (I expect it to scale very well).