The only thing I can do now is to get the vertex coordinates of the model, as follows:
FPositionVertexBuffer* VertexBuffer = &(GetStaticMesh()->RenderData->LODResources[0].PositionVertexBuffer);
FColorVertexBuffer* ColorBuffer = &(GetStaticMesh()->RenderData->LODResources[0].ColorVertexBuffer);
ColorBuffer->GetVertexColors(VertexColors);
if (VertexBuffer)
{
const int32 VertexCount = VertexBuffer->GetNumVertices();
for (int32 Index = 0; Index < VertexCount; Index++)
{
// Converts the UStaticMesh vertex into world actor space including Translation, Rotation, and Scaling
const FVector WSLocation = GetOwner()->GetTransform().TransformVector(VertexBuffer->VertexPosition(Index));
VertexPositions.Add(WSLocation);
/* if (ColorBuffer)
{
const FColor Color = ColorBuffer->VertexColor(Index);
VertexColors.Add(Color);
}*/
}
for (int32 index = 0;index < VertexPositions.Num();index++)
{
FVector pos = VertexPositions[index];
VertexPositions[index] = pos * 2;
}
}