Access mesh data in a blueprint callable function in c++

I’m working on a personal project that requires me being able to extract the data from a source mesh, including the vertices, triangles and UVs. I’ve got a struct set up already, but I have no idea how to do the main function of this class. I’m handling it on an actor component child class. There has to be a way to do this. Even with third-party plugins, but I’m hoping it’s an engine feature, but the documentation I’ve looked at for StaticMeshComponents doesn’t appear to have anything near what I need. I’m insanely knew to c++ so that doesn’t help. Please Help as I aim to get this part at least working by the end of the week