AllowCpu Access doesn't apply in shipping build

I have a static mesh that I want to get the vertexes, triangles , normals , uvs, etc. everything you need to make a procedural geometry which i can do in editor because that information is available in editor but not in the shipping build. I know you need to set the static mesh to allow cpuaccess to true in the static mesh which is located in the editor which I did but when I package my game the static mesh does not have allow cpu access set to true in the shipping game. I get my static mesh by creating a variable in the c++ code that is editable anywhere and then assign it in the blueprint. So how do i set this mesh so this indicies is not empty FIndexArrayView Indices = LOD.IndexBuffer.GetArrayView(); Thanks in advance.

Found that when i rebuilt the engine again on a different day it ended up applying and would then be cpu accessable.

Do you mean, allowCPUaccess was able to set in a shipping build???
Mine still crashes in UE 5.1.1 .
And could you briefly explain what were the steps taken?