Can you convert procedual mesh to static mesh in c++ or blueprint

Hi all,

If anyone can be of help that would be amazing!!

So i have a large procedural mesh that i have created and i want to make it a static mesh instead of procedural so my materials work better, how do i go about doing this whilst at run time?

Any help or ideas would be greatly appreciated

There is code for that but you will not like it, I need the same. If the mesh is very big (3 mil triangles) it’s going to lock your editor for a while for it to convert to static mesh, if you have multiple meshes to convert it’s going to take forever. Best is to convert to something else maybe like dynamic mesh 3 or another type of mesh that has what you need (the reason why you are converting in the first place ?). The idea converting to a static mesh from procedural would be to have a smooth transition and not per haps crash your editor or get the editor not to respond for a while. When I convert a mesh that has 2 mil, 3 mil vertex points it’s really a tragedy at least for me, if you have a few meshes to covert at this point that are procedural and you want to convert them all at once to static mesh and for them to fit the puzzle after you convert them, for them to fit instantly somewhere then I don’t think that is a good idea. Migrate the mesh to another component that is sort of also dynamic and has what you want, what I’m looking for now it seems. We could give up on the thought to convert all those huge procedural meshes to a static mesh at once and expect it to not crash or lock the editor into being out of order for a while…

It seems this conversion scheme is all based on the button you hit, the code is based on the class of the button, so it does what the button does.
Old post… so question would be how to convert to something else rather than Static Mesh and get a smooth transition.