PProcedural Mesh Component Sphere Generation C++

I cant for the life of me seem to find a lot of tutorials on or documentation on how to create anything other than 2d planes or cubes using the procedural mesh component, would anyone have any good starting points on rendering a sphere using the component?

I’m not a expert on the matter if you search around the net you will find tutorials on more than one method but i will tell you the easiest to me at least. as you know each vertex in the 3d world is pointing somewhere when u get that direction from the vertex to the origin point u will know where its facing usually called a normal but the normal is a representation of that ray in the size of one extending from the point towards infinity. (I hope someone corrects me if im wrong since i didnt study any of this).

Multiplying the vertex by its normal will give u the result you want since the origin point will cast the rays in all directions it will for a sphere also consider that the normal is size of 1 so you need to Multiply by your desired scale to scale the sphere

sphere = normal * vertex * scale
you have to do it to all vertices in your cube.

275974-normalbyvertex.png

here is an image that i created to explain what im saying i hope it helps and if there is anything wrong with what i said i hope that someone will correct it :). good luck.