ComputeSkinnedPositions returning 0 all vertices?

Hi!
I have a character model that combines a skeleton with a blendshape rig on the face. But I’m currently trying to see the current positions of the face vertices on a specific moment, but it just returns 0 for all the values???
As I’m implementing this as a blueprint, I’m passing it a USkeletalMeshComponent* faceModel and then finding the positions of the vertices using:

TArray<FVector> Locations;
faceModel->ComputeSkinnedPositions(Locations);

Actually, this works if it is only the blendshape model/morph targets without the body (skeletal) rig. But the moment I have everything together, ComputeSkinnedPositions just returns 0 on all the values… Dx

Does anyone have any tip?
Many thanks!

After way too many hours… managed to get the answer… If I use GetSkinnedVertexPosition it works,

faceModel->GetSkinnedVertexPosition(int vtxIdx) 

Not quite sure why ComputeSkinnedPositions, so if someone knows why… I’d still like to know. But for now this is the answer I got to!