# Deleting Sections of Procedural Mesh

**URL:** <https://forums.unrealengine.com/t/deleting-sections-of-procedural-mesh/470023>\
**Category:** World Creation\
**Tags:** procedural-mesh-comp, deletion, unreal-engine, procedural, question\
**Created:** [August 19, 2020, 6:57pm UTC](https://forums.unrealengine.com/t/deleting-sections-of-procedural-mesh/470023 "2020-08-19T18:57:15Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![zethrenx99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zethrenx99](https://forums.unrealengine.com/u/zethrenx99)\
**Post date:** [August 19, 2020, 6:57pm UTC](https://forums.unrealengine.com/t/deleting-sections-of-procedural-mesh/470023/1 "2020-08-19T18:57:15Z")

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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);
}
```

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<div class="post-metadata">

**Author:** ![zethrenx99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zethrenx99](https://forums.unrealengine.com/u/zethrenx99)\
**Post date:** [August 19, 2020, 7:34pm UTC](https://forums.unrealengine.com/t/deleting-sections-of-procedural-mesh/470023/2 "2020-08-19T19:34:37Z")

</div>

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