Get collision primitive transforms

Hey all,

is there a way to get transforms (relative I presume) of collision primitives of a static mesh component from the blueprint?

I have a case where a number of static meshes is used, all of them having carefully placed capsules for the collision. I would like to be able to spawn particle effects on some of these meshes, simulating object turning into particles. For that, having a number of particle spawn points representing the object volume would be good. However, I can not find a way to get the location of the collisions, and I would like to avoid turning things into skeletal meshes or placing extra sockets/anchor nodes per mesh.

For posterity, pretty sure you can get the center of primitives by accessing the Aggregate Geo inside the UBodySetup from the mesh, like so
MyMeshPtr->BodySetup->AggGeom.BoxElems or SphereElems etc.