Deleting Sections of Procedural Mesh

Hello All,

I’m making a dynamic landscape made of cube faces but I’m having some trouble removing cubes from the mesh.

Currently I’m completely redrawing the entire procedural mesh whenever a cube is removed. Currently i have the whole landscape as section 0. Is there a more efficient way of updating the mesh?

void UMyProceduralMeshComponent::CreateMesh()
{
		CreateMeshSection_LinearColor(0, Vertices, Triangles, Normals, UVs, Colors, Tangents, true);
}

void UMyProceduralMeshComponent::DestroyMesh()
{
	Normals.Empty();
	Colors.Empty();
	Vertices.Empty();
	Tangents.Empty();
	UVs.Empty();

	ClearMeshSection(0);
}

Would it be better for me to describe each block as a unique section in 3d space?