Runtime mesh component how do I genereate tangents?

I’ve written a simple function that generates a cube with 3 mesh sections. Is there a built in function in the runtime mesh plugin that calculates tangents? If so, how do I call it?


void ARuntimeMeshActor::GenerateCube(UPARAM() FVector size, UPARAM() FVector offset, UPARAM() bool createCollision, UPARAM() UMaterialInstance* mat, UPARAM() FLinearColor vertexColor, EUnitsType eType, float UVScale)
{
    SetScale(eType);

    MeshComponent->ClearAllMeshSections();
    FVector sizeMod = size * sMod;
    float UVX = size.X * UVScale;
    float UVY = size.Y * UVScale;
    float UVZ = size.Z * UVScale;

    Vertices.SetNum(8);
    Vertices[0].Position = FVector(0.0f, 0.0f, 0.0f);
    Vertices[1].Position = FVector(sizeMod.X, 0.0f, 0.0f);
    Vertices[2].Position = FVector(0.0f, sizeMod.Y, 0.0f);
    Vertices[3].Position = FVector(sizeMod.X, sizeMod.Y, 0.0f);

    Vertices[4].Position = FVector(0.0f, 0.0f, sizeMod.Z);
    Vertices[5].Position = FVector(sizeMod.X, 0.0f, sizeMod.Z);
    Vertices[6].Position = FVector(0.0f, sizeMod.Y, sizeMod.Z);
    Vertices[7].Position = FVector(sizeMod.X, sizeMod.Y, sizeMod.Z);

    Vertices[0].UV0 = FVector2D(UVX, 0.0f);
    Vertices[1].UV0 = FVector2D(0.0f, 0.0f);
    Vertices[2].UV0 = FVector2D(UVX, UVY);
    Vertices[3].UV0 = FVector2D(0.0f, UVY);

    Vertices[4].UV0 = FVector2D(0.0f, 0.0f);
    Vertices[5].UV0 = FVector2D(UVX, 0.0f);
    Vertices[6].UV0 = FVector2D(0.0f, UVY);
    Vertices[7].UV0 = FVector2D(UVX, UVY);

    CalculateOffset(Vertices, offset);

    Triangles.SetNum(12);
    //Bottom
    Triangles[0] = 0;
    Triangles[1] = 1;
    Triangles[2] = 2;

    Triangles[3] = 2;
    Triangles[4] = 1;
    Triangles[5] = 3;
    //Top
    Triangles[6] = 6;
    Triangles[7] = 5;
    Triangles[8] = 4;

    Triangles[9] = 7;
    Triangles[10] = 5;
    Triangles[11] = 6;

    GenerateMeshSection(0, vColor, Vertices, Triangles);

    Vertices[0].UV0 = FVector2D(0.0f, UVZ);
    Vertices[1].UV0 = FVector2D(UVY, UVZ);
    Vertices[2].UV0 = FVector2D(UVY, UVZ);
    Vertices[3].UV0 = FVector2D(0.0f, UVZ);

    Vertices[4].UV0 = FVector2D(0.0f, 0.0f);
    Vertices[5].UV0 = FVector2D(UVY, 0.0f);
    Vertices[6].UV0 = FVector2D(UVY, 0.0f);
    Vertices[7].UV0 = FVector2D(0.0f, 0.0f);

    //Left
    Triangles[0] = 6;
    Triangles[1] = 0;
    Triangles[2] = 2;

    Triangles[3] = 4;
    Triangles[4] = 0;
    Triangles[5] = 6;
    //Right
    Triangles[6] = 5;
    Triangles[7] = 3;
    Triangles[8] = 1;

    Triangles[9] = 7;
    Triangles[10] = 3;
    Triangles[11] = 5;

    GenerateMeshSection(1, vColor, Vertices, Triangles);

    Vertices[0].UV0 = FVector2D(UVX, UVZ);
    Vertices[1].UV0 = FVector2D(0.0f, UVZ);
    Vertices[2].UV0 = FVector2D(0.0f, UVZ);
    Vertices[3].UV0 = FVector2D(UVX, UVZ);

    Vertices[4].UV0 = FVector2D(UVX, 0.0f);
    Vertices[5].UV0 = FVector2D(0.0f, 0.0f);
    Vertices[6].UV0 = FVector2D(0.0f, 0.0f);
    Vertices[7].UV0 = FVector2D(UVX, 0.0f);

    //Back
    Triangles[0] = 4;
    Triangles[1] = 1;
    Triangles[2] = 0;

    Triangles[3] = 5;
    Triangles[4] = 1;
    Triangles[5] = 4;
    //Front
    Triangles[6] = 2;
    Triangles[7] = 3;
    Triangles[8] = 6;

    Triangles[9] = 6;
    Triangles[10] = 3;
    Triangles[11] = 7;

    GenerateMeshSection(2, vColor, Vertices, Triangles);

}

Edit:
Figured it out



    URuntimeMeshLibrary::CalculateTangentsForMesh(InVertices, InTriangles);
    MeshComponent->CreateMeshSection(sectionID, Vertices, Triangles, true, EUpdateFrequency::Infrequent);