Access and modify the raw mesh

My project is to achieve synchronization between maya and ue4. When maya modified the geometry info of an object, I need to sync it in ue4. Here is code for point sync:

               UStaticMesh* StaticMesh = MeshComponent->GetStaticMesh();
				FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[0];

				SrcModel.RawMeshBulkData->LoadRawMesh(*RawMesh);

				// Load new points
				RawMesh->VertexPositions.Empty();
				auto Points = Prim->GetAttribute_Point3fArray(OmniverseTokens().points);
				RawMesh->VertexPositions.Reserve(Points.Num());
				for (auto& Point : Points)
				{
					RawMesh->VertexPositions.Add(OmniverseConversionTransform.TransformPosition(FVector(Point.x, Point.y, Point.z)));
				}

				SrcModel.RawMeshBulkData->SaveRawMesh(*RawMesh);

				StaticMesh->Build(true);

My question is each time I need to loadRawMesh and then update it , then SaveRawMesh. which means I need to copy the whole raw data two times, Is there a better way?