What problem does it solve? Working with meshes in Unreal Engine C++ requires knowing the correct asset/component pairs, exact API signatures, and the pitfalls that cause silent failures — wrong material slot indices, missing sockets that attach at the origin, skeleton mismatches that break animation, and collision flags that destabilize physics. This Skill gives an AI agent the verified UE 5.8 knowledge to write correct mesh code the first time. ## Core Features & Use Cases - Mesh component setup in C++: Create and configure UStaticMeshComponent, USkeletalMeshComponent, UInstancedStaticMeshComponent (ISM), and UHierarchicalInstancedStaticMeshComponent (HISM) with correct asset assignment and animation class wiring. - Materials, sockets, and collision: Override material slots with SetMaterial and dynamic material instances, attach actors to static/skeletal sockets safely, and configure UBodySetup with the right ECollisionTraceFlag policy. - Instancing, LODs, and Nanite: Choose between ISM and HISM for repeated meshes, control LOD selection, and enable Nanite on static and skeletal meshes using the 5.8 accessor APIs. - Use Case: An agent needs to spawn thousands of rock meshes procedurally. It uses this Skill to pick ISM over individual actors, batch-add instances with AddInstances, set per-instance custom data for color variation, and avoid the per-add render state rebuild trap. ## Quick Start Use the ue-meshes-static-and-skeletal skill to write C++ that attaches a weapon actor to the hand_r socket of my character's skeletal mesh with proper validation.