UProceduralMeshComponent vertex colors not rendering?

I have the following code in an Actor subclass. I’m trying to make a procedural mesh and color it with the vertex colors. The mesh is added to the world ok but it remains the default gray, there is no hint of red at all.

UProceduralMeshComponent *PMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("MyProceduralMesh"));
TArray<FVector> verts;
TArray<int32> tris;

verts.Add(FVector(0,0,0));  // 0
verts.Add(FVector(0,300,0)); // 1
verts.Add(FVector(300,300,0));// 2
verts.Add(FVector(300,0,0)); // 3

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

tris.Add(0);
tris.Add(2);
tris.Add(3);

TArray<FColor> colors;
for (int i=0; i<4; i++) {
    colors.Add(FColor(255, 0, 0));
}

PMesh->CreateMeshSection(0, verts, tris, TArray<FVector>(), TArray<FVector2D>(), colors, TArray<FProcMeshTangent>(), true);
SetRootComponent(PMesh);

I’m stuck where you are. Any luck with coloring your object? Better yet, have you figured out how to texture a proceduralmeshcompnent with a material?

Did you assign to it material that uses vertex color?

This, you need to use the vertex colour as an input on your material to see it.