Generate Procedural Mesh

Strictly yes.
Since I want to have custom lighting, or tinting per vertex.
I’m Using the code provided here on the forums and wiki:
Inside(GeneratedMesh.h):

USTRUCT(BlueprintType)
struct FCustomMeshTriangleVertex
{
GENERATED_USTRUCT_BODY()

UPROPERTY(EditAnywhere, Category = Triangle)
	FVector Position;

UPROPERTY(EditAnywhere, Category = Triangle)
	FColor Color;	// 4 inputs

UPROPERTY(EditAnywhere, Category = Triangle)
	float U;

UPROPERTY(EditAnywhere, Category = Triangle)
	float V;

};

And the color doesn’t change the rendered mesh.
I even modified the FGeneratedMeshSceneProxy class to test if it works:
Inside(GeneratedMesh.cpp):

		for (int TriIdx = 0; TriIdx<Component->GeneratedMeshTris.Num(); TriIdx++)
		{
			const FColor VertexColor(255, 0, 0, 255); // test to see if vertex is rendered red

			FCustomMeshTriangle& Tri = Component->GeneratedMeshTris[TriIdx];

			const FVector Edge01 = (Tri.Vertex1.Position - Tri.Vertex0.Position);
			const FVector Edge02 = (Tri.Vertex2.Position - Tri.Vertex0.Position);

			const FVector TangentX = Edge01.SafeNormal();
			const FVector TangentZ = (Edge02 ^ Edge01).SafeNormal();
			const FVector TangentY = (TangentX ^ TangentZ).SafeNormal();

			FDynamicMeshVertex Vert0;
			Vert0.Position = Tri.Vertex0.Position;
			//Vert0.Color = Tri.Vertex0.Color;
			Vert0.Color = VertexColor;
			Vert0.SetTangents(TangentX, TangentY, TangentZ);
			Vert0.TextureCoordinate.Set(Tri.Vertex0.U, Tri.Vertex0.V);
			int32 VIndex = VertexBuffer.Vertices.Add(Vert0);
			IndexBuffer.Indices.Add(VIndex);

… etc

Also, if you seen my links, the first one is the question I posted. The picture in it is the game im working on. As you can tell I’ve already added the material to it using cpp. I am trying to make lighting effects similar to BrickGame:
https://.com/AndrewScheidecker/BrickGame
I just need a basic example to work.
Also if you enable physics in the custom mesh:

TSubobjectPtr<UGeneratedMesh> Mesh;
FBodyInstance* BodyInst = Mesh->GetBodyInstance();
BodyInst->bSimulatePhysics = true;

It for some reason destroys the actor. Still not sure why.

Also debugged the ReceiveHit function, and the GeneratedMesh recieves a collision response from everything besides itself. So yes colllision works with custom mesh, but not with other custom meshes. That’s what i’ve discovered so far.