Dynamic/Runtime Signed-Distance Fields for Skeletal Meshes?

Has anybody looked into this to see if it’s possible, or even remotely plausible for runtime use? Unreal has a tonne of utilities for creating SDF’s but so far Epic doesn’t seem to want to add that technology to Skeletal Meshes.

I’m looking to generate a variable, but extremely low-density SDF for Skeletal Meshes that needs to conform as the mesh animates and updates etc. Even better, I’d Ideally like a system which treats several meshes as one object and generates an SDF for the mesh group, and using that SDF for Niagara effects.

Any ideas for this?