Hi, I've been trying to create a mesh to render terrain chunks, but I can not for the life of me figure out how to achieve this. From what I got from the docs, you have to use RenderMeshUtility. However when i try to use that in my current implementation, it does not work and complains about not being able to process structural changing while iterating through a query: ```cs
foreach (var (chunk, transform, chunkEntity) in SystemAPI.Query<RefRW<Chunk>, RefRO<Carbon.Components.Transform>>().WithEntityAccess()) {
var desc = new RenderMeshDescription(shadowCastingMode: UnityEngine.Rendering.ShadowCastingMode.Off, receiveShadows: false);
var renderMeshArray = new RenderMeshArray(new Material[] {placeholderMaterial}, new Mesh[] {placeholderMesh});
RenderMeshUtility.AddComponents(chunkEntity, World.DefaultGameObjectInjectionWorld.EntityManager, desc, renderMeshArray, MaterialMeshInfo.FromRenderMeshArrayIndices(0, 0)); // This line
ecb.AddComponent(chunkEntity, new LocalToWorld());
}``` I want to have a mesh for each chunk that can be accessed via the entity.