The component gives out its collision in the function below, just reference a different vertex buffer when passing the information back to the CollisionData variable.
bool UGeneratedMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
{
FTriIndices Triangle;
for(int32 i=0;i<GeneratedMeshTris.Num();i++) {
const FGeneratedMeshTriangle& tri = GeneratedMeshTris*;
Triangle.v0 = CollisionData->Vertices.Add(tri.Vertex0);
Triangle.v1 = CollisionData->Vertices.Add(tri.Vertex1);
Triangle.v2 = CollisionData->Vertices.Add(tri.Vertex2);
CollisionData->Indices.Add(Triangle);
CollisionData->MaterialIndices.Add(i);
}
CollisionData->bFlipNormals = true;
return true;
}