Getting the vertex winding order per bone of a skeletal mesh?

I’m working on creating a procedural skeletal mesh that consists of separate procedural meshes per bone in the skeletal mesh. I’ve managed to get the vertex positions and normals using the IMeshUtilities::CalcBoneVertInfo. However, I’ve been unable to find a way to find the winding order for the triangles on the mesh. I can get the index buffer for a skeletal mesh using the FSkeletalMeshLODRenderData.MultiSizeIndexContainer.GetIndexBuffer, but this gives the index buffer for the entire skeletal mesh and not per bone. I’ve tried using it alongside the vertex position info for the entire skeletal mesh by comparing the per bone vertex positions to the skeletal mesh vertex positions. This doesn’t work though because it gives the vertex positions relative to the mesh’s origin and the bone positions are relative to the bone’s origin.

Does anyone have a solution to this? I’ve been unable to find one for the past two months.