Why this code create a Procedural Mesh on Y axis?

Hi!

I’m using Unreal 5.2.1.

Why this code create a Procedural Mesh on Y axis?


void UPStickProceduralMeshComponent::BuildMesh()
{
	TArray<FVector> Vertices;
	TArray<FLinearColor> Colors;
	TArray<FVector> Normals;
	TArray<int32> Triangles;

	FVector Point, DirVert, DirHorz; // Direction Up, Out
	FVector V0, V1, V2, V3;
	FVector LastV0, LastV1, LastV2, LastV3;
	int32 I0, I1, I2, I3;
	int32 LastI0, LastI1, LastI2, LastI3;
	float SinTheta, CosTheta, Theta;
	const float UnitSize = 0.05f;	// Half size of unit 0.1f 

	for (uint32 i = 0; i <= Side; ++i)
	{
		Theta = FMath::DegreesToRadians(i * 360.0f / Side);
		FMath::SinCos<float>(&SinTheta, &CosTheta, Theta);
		
		Point = FVector(SinTheta * Radius, CosTheta * Radius, 0.0f);
		DirVert = FVector(0.0f, 0.0f, 1.0f);
		DirHorz = FVector(SinTheta, CosTheta, 0.0f);

		V0 = Point + DirHorz * UnitSize;
		V1 = Point + DirHorz * -UnitSize;
		V2 = Point + DirVert * UnitSize;
		V3 = Point + DirVert * -UnitSize;

		I0 = Vertices.Add(V0);
		I1 = Vertices.Add(V1);
		I2 = Vertices.Add(V2);
		I3 = Vertices.Add(V3);

		Normals.Add(DirHorz);
		Normals.Add(-DirHorz);
		Normals.Add(DirVert);
		Normals.Add(-DirVert);

		Colors.Add(Color);
		Colors.Add(Color);
		Colors.Add(Color);
		Colors.Add(Color);

		if (i > 0)	// Generate triangles except first index
		{
			Triangles.Add(LastI0); Triangles.Add(I0), Triangles.Add(I1);
			Triangles.Add(I1), Triangles.Add(LastI1), Triangles.Add(LastI0);

			Triangles.Add(LastI2); Triangles.Add(I2), Triangles.Add(I3);
			Triangles.Add(I3), Triangles.Add(LastI3), Triangles.Add(LastI2);
		}

		LastV0 = V0;
		LastV1 = V1;
		LastV2 = V2;
		LastV3 = V3;

		LastI0 = I0;
		LastI1 = I1;
		LastI2 = I2;
		LastI3 = I3;
	}

	CreateMeshSection_LinearColor(0, Vertices, Triangles, Normals, TArray<FVector2D>(), Colors, TArray<FProcMeshTangent>(), false);

	if (MaterialInstanceDynamic == nullptr)
	{
		MaterialInstanceDynamic = UMaterialInstanceDynamic::Create(Material, this);
	}

	MaterialInstanceDynamic->SetScalarParameterValue("Thickness", Thickness);
	MaterialInstanceDynamic->SetScalarParameterValue("Intensity", Intensity);
	SetMaterial(0, MaterialInstanceDynamic);
}

I need to create it on X axis.

Thanks.