Practical use of Mesh Description in Blueprint

Thanks for the recommendation, I’ll certainly check it out. I’ve already read some material on polygon triangulation from other sources as well. That’s why I looked into these functions in the first place.

I was actually hoping for a more practical explanation of how these implementations are supposed to be used in Blueprint. Looking at these functions, I am rather unsure about the way they are supposed to be linked/used:

More specifically, what is the Blueprint approach to defining the necessary vertices, edges, and the polygon itself? Am I supposed to add these to the returned arrays? And why aren’t these standard vectors? This looks different from the other functions for creating procedural meshes that I’ve used so far.

Yes, I am rather new to Blueprint and UE switching from several years in Unity and C#. Still trying to get used to this way of programming.