Add a material to a Procedural Mesh

I have modified the class that create the ProceduralMesh:


AMyActor::AMyActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;

	UProceduralMeshComponent* mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
	/**
	*	Create/replace a section for this procedural mesh component.
	* @param	SectionIndex		Index of the section to create or replace.
	* @param	Vertices			Vertex buffer of all vertex positions to use for this mesh section.
	* @param	Triangles			Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3.
	* @param	Normals				Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array.
	* @param	UV0					Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array.
	* @param	VertexColors		Optional array of colors for each vertex. If supplied, must be same length as Vertices array.
	* @param	Tangents			Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array.
	* @param	bCreateCollision	Indicates whether collision should be created for this section. This adds significant cost.
	*/
	//UFUNCTION(BlueprintCallable, Category = "Components|ProceduralMesh", meta = (AutoCreateRefTerm = "Normals,UV0,VertexColors,Tangents"))
	//	void CreateMeshSection(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals,
	// const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision);

	TArray<FVector> vertices;

	vertices.Add(FVector(0, 0, 0));
	vertices.Add(FVector(0, 100, 0));
	vertices.Add(FVector(0, 0, 100));

	TArray<int32> Triangles;
	Triangles.Add(0);
	Triangles.Add(1);
	Triangles.Add(2);

	TArray<FVector> normals;
	normals.Add(FVector(1, 0, 0));
	normals.Add(FVector(1, 0, 0));
	normals.Add(FVector(1, 0, 0));

	TArray<FVector2D> UV0;
	UV0.Add(FVector2D(0, 0));
	UV0.Add(FVector2D(0, 10));
	UV0.Add(FVector2D(10, 10));

	TArray<FColor> vertexColors;
	vertexColors.Add(FColor(100, 100, 100, 100));
	vertexColors.Add(FColor(100, 100, 100, 100));
	vertexColors.Add(FColor(100, 100, 100, 100));


	TArray<FProcMeshTangent> tangents;
	tangents.Add(FProcMeshTangent(1, 1, 1));
	tangents.Add(FProcMeshTangent(1, 1, 1));
	tangents.Add(FProcMeshTangent(1, 1, 1));


	mesh->CreateMeshSection(1, vertices, Triangles, normals, UV0, vertexColors, tangents, false);

	// With default options
	//mesh->CreateMeshSection(1, vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>(), false);

	UMaterial* StarMaterial;

	static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Materials/FresnelMaterial.FresnelMaterial'"));
	if (MatFinder.Succeeded())
	{
		StarMaterial = MatFinder.Object;

		UMaterialInstanceDynamic* StarMaterialInstanceDynamic = UMaterialInstanceDynamic::Create(StarMaterial, NULL);
		mesh->SetMaterial(0, StarMaterialInstanceDynamic);
	}

	mesh->AttachTo(RootComponent);
}

I have added this:


UMaterial* StarMaterial;

	static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Materials/FresnelMaterial.FresnelMaterial'"));
	if (MatFinder.Succeeded())
	{
		StarMaterial = MatFinder.Object;

		UMaterialInstanceDynamic* StarMaterialInstanceDynamic = UMaterialInstanceDynamic::Create(StarMaterial, NULL);
		mesh->SetMaterial(0, StarMaterialInstanceDynamic);
	}

I don’t see any different with the previous one.

Any advice about how to add a material to a Procedural Mesh?