Deeper Skeletal Mesh Data in BPs

I’m looking for more data output from skeletal meshes, a specific example would be world locations of faces(or vertexes, or edges) on hit or overlap. I’ve tried the UV hit approach but it’s not very reliable at all. This could be used for all sorts of purposes; boats on tesselated water, SotC style mesh climbing, VR climbing on giant enemies, accurate skeletal mesh gore, VR haptics, etc.

Niagara can get this sort of data out of a Skeletal Mesh on the CPU and in 4.23 GPU so I’m guessing exposing it to blueprints isn’t that crazy.

These things are all achievable in other ways but I’m hoping for a faster and easier path and exposed to blueprints.

Thanks!