Static Mesh Creation

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?

I’ve looked into the FBX export option a bit more and it looks like it’s not possible without modifying the engine code as most the necessary stuff in FFbxExporter is private. I don’t want to have to do that since my plugin would no longer be stand alone.