Adding Procedural Mesh to Actor from Actor Component

Does anyone know how to best attach a procedural mesh component to an actor from c++ code within from an actor component?

I am able to:

Parse in a procedural mesh class (ProcMesh) from BP at the actor level and use this to create a mesh using something like this (where CustomMesh is parsed supplied to the ActorComponent from the actor via Blueprint:

270233-actorbp.png

CustomMesh->CreateMeshSection_LinearColor(0, Vertices, Triangles, TArray(), TArray(), Colours, TArray(), true); CustomMesh->SetMaterial(0, MeshMaterial);

I’m struggling however getting a procedural mesh component generated at runtime by MeshGenerator to be added to the actor root so code along the lines of this isn’t working (or if it is, I’m not seeing anything appear at RunTime):

UProceduralMeshComponent* PMesh = NewObject<UProceduralMeshComponent>(GetOwner()->GetRootComponent(), TEXT("PMesh"));
PMesh->SetupAttachment(GetOwner()->GetRootComponent(), TEXT("PMesh_ATT"));
PMesh->CreateMeshSection_LinearColor(0, Vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), Colours, TArray<FProcMeshTangent>(), true);
PMesh->SetMaterial(0, MeshMaterial);

I’m sure I’m overlooking something really simple - many thanks!