Blueprint Procedural Mesh - How to create a proper triangle Index

Hey there.

So I am using Blueprints to try and create something akin to terrain. Right now I am drawing some very nice weird, random cubes into the world, but to achieve that I had to manually write an Index. This is obviously not scaleable if I want to go into finer detail.

Maybe I am barking up the wrong tree here. the goal for pic related is to create random maximum range points, the populate the areas between them with Vertices to use after adding some noise.

So how do I create a proper index for my Triangles?

Current result when spawned in a grid through Level Blueprint

Actor Blueprint being called for this