How to reuse Procedural Mesh to spawn multiple Actors of same mesh?

I think you’re looking for Instanced Static Mesh. Procedural Mesh should be used if you need access to the verts of your model. If you’re creating multiple of the same thing (and they’re static, not movable) you should use Instanced.

Is there a reason you want to use obj instead of importing the model to use as a static mesh?

Is it meant to be done at run time? Then unfortunately the only way you can create multiple UProceduralMeshComponents with the same obj is to loop and create X manually unless you take the first mesh you create and convert it into a static mesh. Then you could use Instanced.

I’m not understanding why it needs to be an OBJ then. Can the player submit their own models or something?

I’m creating procedural mesh component from obj file, I want to create multiple Actors with such meshes.
So How to reuse Procedural Mesh to spawn multiple Actors of same mesh?

As I mentioned I’m creating procedural mesh from .obj file, is it possible to create instanced mesh from procedural mesh or directly from *.obj file ?

Creating mesh from .obj is my use case.

Yes, it is runtime and driven by user. user can trigger creating multiple of such meshes but one at a time.
Is it possible to convert first procedural mesh to static mesh and then create instance out of it and then create multiple instances of it when user actually triggers it?