How to color single texture on large texture atlas?

Does anyone have a solution for this? Here’s a bit of code that might stimulate some ideas:

I’m creating 6 quads to form a cube. Here is how I create one quad:




 // Arrays declared in header
    TArray<FVector> vertices;
    TArray<int32> triangles;
    TArray<FVector> normals;
    TArray<FVector2D> UVs;
    TArray<FProcMeshTangent> tangents;
    TArray<FLinearColor> vertexColors;

 // Creating the quad by ordering vertices in the array
        parent->vertices.Add(points[1] + position);
        parent->vertices.Add(points[5] + position);
        parent->vertices.Add(points[6] + position);
        parent->vertices.Add(points[2] + position);
// normals
        parent->normals.Add(FVector(0.0f, 0.0f, -1.0f));
        parent->normals.Add(FVector(0.0f, 0.0f, -1.0f));
        parent->normals.Add(FVector(0.0f, 0.0f, -1.0f));
        parent->normals.Add(FVector(0.0f, 0.0f, -1.0f));
// triangles
        parent->triangles.Add(parent->vertices.Num() - 4);
        parent->triangles.Add(parent->vertices.Num() - 3);
        parent->triangles.Add(parent->vertices.Num() - 2);
        parent->triangles.Add(parent->vertices.Num() - 2);
        parent->triangles.Add(parent->vertices.Num() - 1);
        parent->triangles.Add(parent->vertices.Num() - 4);

// I then create the mesh, set the material and enable collisions
// mesh is a UProceduralMeshComponent
    mesh->SetMaterial(0, material);
    mesh->CreateMeshSection_LinearColor(0, vertices, triangles, normals, UVs, vertexColors, tangents, true);
    mesh->ContainsPhysicsTriMeshData(true);



The above code generates my cube and applies my UV targeted texture to each face. I just can’t get the color of one face to change.
I have experimented with different values within the vertexColors array, but nothing I have tried makes any difference. In the above example I am passing in empty arrays.

Any ideas?