Procedural Mesh Location

Can’t find an answer anywhere for this.

I have procedurally created a mesh but when I set it’s location it is positioned incorrectly. Anyone know why this would happen?

I’m aware the information given is scarce, any requested/necessary information can be given.

I figured out that the vertex positions for the mesh I was setting were in local space whereas I was calculating them globally. In order to fix it I had to:

*ObjectTheMeshBelongsTo*.InverseTransformPoint(*GlobalPositionOfVertex*);

For each vertex before re-assigning them back to the object’s mesh filter. Figured I won’t leave this so the similarly afflicted might benefit from it.