Vertex Colors set on construction wont update until editor restart

I’m setting vertex colors on construction, calling my RedrawTile() function with OnConstruction, PostEditChangeProperty, and PostEditMove.

It’s working, however it wont update. I’ve tried changing materials, unsetting and setting the mesh, and various other things that popped into my mind. Only restarting the editor causes the changes to be visible.

I’m using MarkRenderStateDirty() and RecreateRenderState_Concurrent() in an attempt to force it to update, but it’s not working.

Here is my code. As mentioned the code itself works it just wont update the mesh without restarting the editor.

void ALWall::RedrawTile()
{
	FlushPersistentDebugLines(GetWorld());

	const FVector BaseLoc = FacingTile->GetRelativeTransform().GetLocation();
	const FVector Loc = GetActorLocation();

	if (FacingTile && FacingTile->StaticMesh)
	{
		FPositionVertexBuffer* VertexBuffer = &FacingTile->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer;
		TArray<FColor> VertexColors;

		if (VertexBuffer)
		{
			const int32 VertexCount = VertexBuffer->GetNumVertices();
			for (int32 i = 0; i < VertexCount; i++)
			{
				const FVector VertexLocation2D = FVector(VertexBuffer->VertexPosition(i).X, 0.f, VertexBuffer->VertexPosition(i).Z);
				const bool ValidPoly = UH::PointInPolygon(Points, BaseLoc + VertexLocation2D, EVector1Axis::V1_X, EVector1Axis::V1_Z);
				if (ValidPoly)
				{
					VertexColors.Add(FColor(255.f, 255.f, 255.f, 1.f));
					DrawDebugPoint(GetWorld(), Loc + VertexLocation2D, 5.f, FColor::Emerald, true);
				}
				else
				{
					VertexColors.Add(FColor(0.f, 0.f, 0.f, 1.f));
				}
			}

			FStaticMeshComponentLODInfo* LODInfo = &FacingTile->LODData[0];

			if (LODInfo)
			{
				BeginInitResource(LODInfo->OverrideVertexColors);
				FStaticMeshLODResources& LODModel = FacingTile->StaticMesh->RenderData->LODResources[0];

				for (int32 i = 0; i < VertexColors.Num(); i++)
				{
					LODInfo->OverrideVertexColors->VertexColor(i) = VertexColors[i];
				}
				FacingTile->MarkRenderStateDirty();
				FacingTile->RecreateRenderState_Concurrent();
			}
		}
	}

}

Is there any way to colorize vertices on a skeletal mesh? I’ve tried quite a few ways of doing it; but none works unless I modify the engine. Any ideas?