, I had to do the same thing. Working so far but yeah bothers me too. This thread and the wiki article have been so helpful to me. I feel I have to contribute.
There’s a bug in ProceduralMeshComponent.cpp
bool UProceduralMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
...
CollisionData->MaterialIndices.Add(i);
will cause a crash if doing a linetrace sample with bReturnPhysicalMaterial = true;
It should be set to the material index of the object or triangle or just
CollisionData->MaterialIndices.Add(0);
Here’s my progress on this, Marching Cubes Voxel system with realtime Simplex noise generation (takes about 0.5 sec. per mesh).