After some digging around, this post what ended up solving it for me:
I am doing these (not sure if all of them are necessary)
FDynamicMesh3 newMesh;
newMesh.EnableAttributes();
newMesh.EnableVertexUVs(FVector2f::Zero());
// generate vertices with UV logics ....
UE::Geometry::CopyVertexUVsToOverlay(newMesh, *newMesh.Attributes()->PrimaryUV());
Voila!