can someone help with Find Collision UV?

I’ve tested this in 4.18 and 4.22. For some reason Find Collision UV doesn’t work when the mesh is created at runtime. It’s driving me nuts. I even copied the code in C++ only to narrow it down to FBodySetupUVInfo not creating UVInfo and I’d like to know how to fix this. Mesh’s that are placed in level work, but meshes created at runtime do not.

And that code comes from UBodySetup::CalcUVAtLocation(const FVector& BodySpaceLocation, int32 FaceIndex, int32 UVChannel, FVector2D& UV) function in “PhysicsEngine/BodySetup.h”

OK. So I solved my own question. Went down the engine code rabbit hole and found my anwer. Mesh->bUseAsyncCooking = true in order to use Collision UV with a mesh created at runtime.