Without the triangles information, you just have a pile of points in space. You need to provide a series of sets of 3 ordered vertex indexes to describe the surface geometry.
0==1
| |
2==3
With this array of verts, you could make a quad out of two triangles by setting triangles to [0,2,1,2,3,1]
You need to do it yourself, there’s no way for the engine to know what geometry you want to create. I think there are some functions knocking around still in the KismetProceduralMeshLibary for making boxes/quads.
There is definitely a procedure in there that will generate normals and tangents for you…but you must provide the Vertices and Triangles.