Collision force with substepping

Hey everyone!
I am working on a project where I need to get the force of collision between two actors, at a high frequency (>700Hz) for a project with a robot with force-feedback. To do that, I want to use the maximum substepping. It is mentioned in the documentation here Physics Sub-Stepping | Unreal Engine Documentation
that collision forces are stacked until after the final sub step is done, and then only the last one is readable. In other words, it is not possible to access the forces involved during a collision at each substep using the EventTick. However, is it possible to access the values of these collision forces at each substep using C++ or by any other means?