Custom UVs in blutility

Is there a way to set static mesh UVs manually in a blutility? Kind of like “Generate Planar UV Channel” but in a way so I can set each vertex’s data manually.

In a very roundabout, not-completely-automated way… you can copy the tris from your static mesh to a proc mesh component using “CopyProceduralMeshFromStaticMeshComponent”, then on that proc mesh you can specify the UVs to your liking. You can save it over top of your old static mesh but only manually with the Button in proc mesh component… that is the function that we currently can’t call in Blutility (but I’ve seen someone request it in the Editor Utility Widget thread, so maybe in future).