You can also add a mesh component with a relative offset to an actor at runtime, feed an array of vectors for the vertices into an inbuilt make mesh function and assign that back to the new mesh component - haven’t played with it much but I did manage to generate some structures with it at runtime - very cool! That said I’m using Houdini. esp as the bridge to UE4 is now free, you can spend a long time trying to re-create the functionality and they definitely have a leg up on the math required for efficiently generating meshes programatically. Depends on the scale of your project I suppose.