Update ProceduralMesh c++

Hi guys,

I wanted to ask how do I update procedural mesh selection in c++? This code compiles but crashes UE. Could not find any documentation regarding UPDATING in c++ so I was following blueprint interface (I found a lot about creating mesh section). I am aware that this update in the code should do absolutely nothing (since I am using the same verts), but I wanted to demonstrate where it crashes.

Any idea what am I doing wrong?

Cheers,
Crispy

#include "ProceduralMeshTest.h"


// Sets default values
AProceduralMeshTest::AProceduralMeshTest()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	RootComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	UProceduralMeshComponent* mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("ProceduralMesh"));

	TArray<FVector> Verts;
	TArray<int> Triangles;
	Verts.Add(FVector(100.0f, 100.0f, 400.0f));
	Verts.Add(FVector(-100.0f, -100.0f, 400.0f));
	Verts.Add(FVector(-100.0f, 100.0f, 400.0f));

	Triangles.Add(0);
	Triangles.Add(1);
	Triangles.Add(2);

	mesh->CreateMeshSection(0, Verts, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>(), true);

	//Crash
	mesh->UpdateMeshSection(0, Verts, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>());
}

This is the crash log.

UE4Editor_ProceduralMeshComponent!FProceduralMeshSceneProxy::UpdateSection_RenderThread()
UE4Editor_ProceduralMeshComponent!TGraphTask<`UProceduralMeshComponent::UpdateMeshSection'::`5'::EURCMacro_FProcMeshSectionUpdate>::ExecuteTask()
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Anyone?

The update method calls render thread that is present only during gameplay. Therefore I could not update during construction.

ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
			FProcMeshSectionUpdate,
			FProceduralMeshSceneProxy*, ProcMeshSceneProxy, (FProceduralMeshSceneProxy*)SceneProxy,
			FProcMeshSectionUpdateData*, SectionData, SectionData,
			{
				ProcMeshSceneProxy->UpdateSection_RenderThread(SectionData);
			}
		);