FHitResult how to get vertexes of a face (plane)

The goal is to find all vertexes of the face from the observed Actor.

If the Mesh is simple such as a cube, it’s not so big deal to find all vertexes based on gotten normal, rotation of the actor, bounding box centre and extents.
But if the Mesh is more complex?

If I set bReturnFaceIndex and bTraceComplex to true and I have valid FaceIndex, how I can have vertexes from this face?

Or, probably, you know a simple way to have the location of vertexes from an observed face.

Thanks.

I have found just one function which uses the FaceIndex:

virtual UMaterialInterface * GetMaterialFromCollisionFaceIndex
(
    int32 FaceIndex,
    int32 & SectionIndex
)

I need to find any way to get the vertexes of this face…