Generate Procedural Mesh

[=;130794]
You need to call MarkRenderStateDirty from the component when you update any values to ensure that the Scene Proxy gets rebuilt with your new data.
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My bad, the code is correct and there’s nothing special to do.

I had some stale code rebuilding the original mesh right after the code I use to modify it, thus voiding any modification :wink:

Sorry if I wasted you time :slight_smile: