Thank you for your suggestion.
Yes, I'm generating the mesh in _ready() and it works for the game, but I was hoping to generate it at a point where I can also see the mesh inside the editor. Below is an example of how I'm trying to generate a simple triangle in code. It shows up in the game but inside the editor it just shows up as an empty node without the triangle mesh. Enabling procedurally generated mesh to show up in editor would make it easy to place it correctly relative to non-procedurally generated meshes so that's what I'm hoping to achieve.
Thanks.
extends MultiMeshInstance
func _ready():
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
var pts = [
Vector3(0,0,0),
Vector3(1,-2,0),
Vector3(-1,-2,0),
]
for i in range(pts.size()):
st.add_vertex(pts[i])
multimesh.mesh = st.commit()
multimesh.instance_count = 1
for i in range(multimesh.instance_count):
multimesh.set_instance_transform(i, Transform())