Geometry Script Displacement issue C++?

Yes, done that in blueprints already. Was only testing if it would make the performance better doing the same via c++. Got it working now. Here’s the code:

void UDisplaceMesh::Displace(UDynamicMesh* DynamicMesh, UTexture2D* DisplacementMap, float TessellationScale, float DisplacementMagnitude)

{
    if (!DynamicMesh || !DisplacementMap)
    {
        UE_LOG(LogTemp, Warning, TEXT("Invalid mesh or texture input."));
        return;
    }

    // Tessellate the mesh
    FGeometryScriptPNTessellateOptions Options;
    UGeometryScriptLibrary_MeshSubdivideFunctions::ApplyPNTessellation(DynamicMesh, Options, TessellationScale);

    // Apply displacement from texture
    FGeometryScriptMeshSelection Selection;
    FGeometryScriptDisplaceFromTextureOptions Options1;  
    Options1.Magnitude = DisplacementMagnitude;
    UGeometryScriptLibrary_MeshDeformFunctions::ApplyDisplaceFromTextureMap(DynamicMesh, DisplacementMap, Selection, Options1, 0);

    // Recompute Normals
    FGeometryScriptCalculateNormalsOptions CalculateOptions;
    UGeometryScriptLibrary_MeshNormalsFunctions::RecomputeNormals(DynamicMesh, CalculateOptions);
}