Generate Procedural Mesh

re: Vertex Color - make sure you include the underlined line in your VertexFactory, or the color data will never get copied:


			ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
				InitChunkVertexFactory,
				FChunkVertexFactory*, VertexFactory, this,
				const FChunkVertexBuffer*, VertexBuffer, VertexBuffer,
				{
				DataType NewData;
				NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Position, VET_Float3);
				NewData.TextureCoordinates.Add(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FDynamicMeshVertex, TextureCoordinate), sizeof(FDynamicMeshVertex), VET_Float2));
				NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentX, VET_PackedNormal);
				NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentZ, VET_PackedNormal);
**				NewData.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Color, VET_Color);**
				VertexFactory->SetData(NewData);
			});

Check LocalVertexFactory.h for more info.