Accessing Vertex Positions of static mesh

I’m unable to get this work in the current version of the engine. I’ve created a c++ function library


#pragma once

#include "Engine.h"
#include "Components/StaticMeshComponent.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "StaticMeshResources.h"
#include "kohLibrary.generated.h"




/**
 * 
 */
UCLASS()
class TEST_API UkohLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_UCLASS_BODY()


    UFUNCTION(BlueprintPure, Category = "KohFunctions", meta = (Keywords = "vertex mesh get", NativeBreakFunc))
    TArray<FVector> MeshData(const UStaticMeshComponent* StaticMeshComponent);
    
};


#include "Test.h"#include "kohLibrary.h"
#include "Components/StaticMeshComponent.h"
#include "StaticMeshResources.h"


UkohLibrary::UkohLibrary(const FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{


}


TArray<FVector> UkohLibrary::MeshData(const UStaticMeshComponent* StaticMeshComponent)
{
    TArray<FVector> vertices = TArray<FVector>();


    //~~~~~~~~~~~~~~~~~~~~
    // Many thanks to  for this solution! :)
    //
    // Vertex Buffer
    if (!IsValidLowLevel()) return vertices;
    if (!StaticMeshComponent) return vertices;
    if (!StaticMeshComponent->StaticMesh) return vertices;
    if (!StaticMeshComponent->StaticMesh->RenderData) return vertices;


    if (StaticMeshComponent->StaticMesh->RenderData->LODResources.Num() > 0)
    {
        FPositionVertexBuffer* VertexBuffer = &StaticMeshComponent->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer;
        if (VertexBuffer)
        {
            const int32 VertexCount = VertexBuffer->GetNumVertices();
            for (int32 Index = 0; Index < VertexCount; Index++)
            {
                //This is in the Static Mesh Actor Class, so it is location and tranform of the SMActor
                const FVector WorldSpaceVertexLocation = GetActorLocation() + GetTransform().TransformVector(VertexBuffer->VertexPosition(Index));
                //add to output FVector array
                vertices.Add(WorldSpaceVertexLocation);
            }
        }
    }    
    
    return vertices;
}


The errors are located in the red line. What is wrong?