Accessing Triangles of Landscape and BSP

I am doing research using the Unreal Engine, oculus rift, and an external sound propagation library. I need to be able to feed the sound system a triangle mesh constructed from the Landscape in the scene for reflection, refraction, etc. I am having exceptional difficulty doing so. Here is what I have tried:

Accessing the StaticLightingInfo: API
In the editor (the function in API docs DOES NOT indicate it is not available once you package the project), I can use an object iterator to get all the relevant lights, get the landscape and landscapeComponent, then create the static lighting mesh, which gives me world vertices and triangles. This occasionally crashes with a LandscapeLight assert, but when it works, it appears to give good results.
Unfortunately, this won’t work with the oculus, because I must run in standalone.

FLandscapeComponentDataInterface API
I have also tried using the FLandscapeComponentDataInterface to get the quads, from which i can manually get the vertices at each corner. This does not work however because the methods of the datainterface take vertexindices, but the interface will not provide the number of vertices in the component. It knows the number, but the member is private. I am as of this time unsure of how to find them.
I can get the number of vertices from the FLandsscapeComponentSceneProxy, but i am unsure how to construct the FLandscapeEditToolRenderData object needed for the constructor.

Am I going about this all wrong?

extra data: Engine V 4.5.1