Context:
I have procedural mesh components I’d like to store in the same way as static meshes would (UStaticMesh, not UStaticMeshComponent). Unfortunately I’m not really understanding the flow of what I would need to do to get similar behaviour (eg.: Class I would need to extend, particular methods I’d have to implement to do the serialization and deserialization of uassets).
Question:
How can I implement a new class that could be serialized and deserialized through the UASSET / Packaging flow and without the need for editor functionality?
Thank you!