ProceduralMesh Collision

I want to make a procedural Voxel world and to make it build faster I want to use a ProceduralMesh but I have problems with the collision. Maybe somebody could help me with it.

That is the code made so far

in the .h file:

UPROPERTY(EditAnyWhere)
	UProceduralMeshComponent* mesh;

And in the .cpp:

mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
	
	TArray<FVector> vertices;

	vertices.Add(FVector(0, 0, 0));
	vertices.Add(FVector(0, 100, 0));
	vertices.Add(FVector(0, 0, 100));

	TArray<int32> Triangles;
	Triangles.Add(0);
	Triangles.Add(1);
	Triangles.Add(2);

	TArray<FVector> normals;
	normals.Add(FVector(1, 0, 0));
	normals.Add(FVector(1, 0, 0));
	normals.Add(FVector(1, 0, 0));

	TArray<FVector2D> UV0;
	UV0.Add(FVector2D(0, 0));
	UV0.Add(FVector2D(0, 10));
	UV0.Add(FVector2D(10, 10));

	TArray<FColor> vertexColors;
	vertexColors.Add(FColor(100, 100, 100, 100));
	vertexColors.Add(FColor(100, 100, 100, 100));
	vertexColors.Add(FColor(100, 100, 100, 100));

	TArray<FProcMeshTangent> tangents;
	tangents.Add(FProcMeshTangent(1, 1, 1));
	tangents.Add(FProcMeshTangent(1, 1, 1));
	tangents.Add(FProcMeshTangent(1, 1, 1));

	mesh->SetMobility(EComponentMobility::Movable);
	mesh->SetSimulatePhysics(true);
	mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

	SetActorEnableCollision(true);
	mesh->CreateMeshSection(1, vertices, Triangles, normals, UV0, vertexColors, tangents, true);
	mesh->SetupAttachment(RootComponent);

Thanks For any answers and if someone knows a way how I can learn more about Procedural Meshes I would although be really happy. : )

I found the solution.
Just create the mesh section in the BeginPlay.

And for every one how wants to use my code he has to delete the Simulate Phisiks Because it lats the driangle fall down.
: )