Virtual Texture and Procedural Mesh

Thank you for your reply.
Are you telling me that I should copy the whole ProceduralMeshComponent code, in the FProceduralMeshSceneProxy implementation override the DrawStaticElements method, and then use the new copied component instead of making a component that inherits from it?
I am unfortunately not very familiar with rendering or how it works in unreal, but i would really like to get this working.