Just tried that, still as black as before. Is there a piece of mesh information that’s used for metalness that might be missing / is copied incorrectly in the procedural mesh?
FYI, the reflections visualization mode works fine.
I copy them using &SourceMesh->RenderData->LODResources[0].VertexBuffer->VertexTangentZ(). I tested that previously using the world normal visualization mode (see OP), but testing it now using PixelNormal in the material, I see that something’s wrong:
I did, but I can’t remember what it was. I reckon there was something wrong with the way I copied the normals, judging by my last post. I’d have to check out the source code to see how I ended up copying the normals, but I’m on vacation for two weeks.