Procedural Mesh C++, Perlin Noise, Infinite Terrain Math Question

Thank you for helping with this.

To clarify here is all the relevant code:

`

FVector PlayLoc = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();


for (int32 y = 0; y < height; y++)
{
	for (int32 x = 0; x < width; x++)
	{ 

		float PerlinFloat = FMath::PerlinNoise2D(FVector2D(PlayLoc.X / spacing  + x * spacing - (width * spacing) / 2,  PlayLoc.Y / spacing + y * spacing - (width * spacing) / 2));

		Vertices.Add(FVector(PlayLoc.X + x * spacing - ((width * spacing) / 2), PlayLoc.Y + y * spacing - ((width * spacing) / 2), PerlinFloat * 350));

	}
}

`

This creates a grid of vertices surrounding the player. Height width and spacing of the grid are set in editor.

What I meant by static and terrain changes is that the terrain loads with noise but when the player moves the entire terrain starts changing shape. So I’m thinking it’s caused by the theta in PlayerLocation being improportionate to my grid vertices.