Runtime Mesh Component

I was able to solve my issues, I’ll post here what I did wrong so others may be helped.

I kept overwriting my variables which created the object, thus I created the last object many times over.

Working with sections works like a charm, my problem was that I kept creating new objects and did a CreateMeshSection for each of them.

Solved by using RegisterComponent() after creating a new object in the actor. This is how I create the empty objects;

URuntimeMeshComponent* newComp = NewObject<URuntimeMeshComponent>(this, objectName);
newComp->RegisterComponent();