Getting the world position of skeletal mesh vertex

Making progress I think

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Components/SkeletalMeshComponent.h"
#include "MyBlueprintFunctionLibrary.generated.h"

/**
 * 
 */
UCLASS()
class NEWCPPTESTING_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()

        UFUNCTION(BlueprintCallable, Category = "SkeletalMeshStuff")
        static FVector GetVertexPosition(USkeletalMeshComponent* MyComponent, int32 MyVertexIndex);
};

.h file

// Fill out your copyright notice in the Description page of Project Settings.


#include "Components/SkeletalMeshComponent.h"
#include "Rendering/SkeletalMeshLODRenderData.h"
#include "Rendering/SkinWeightVertexBuffer.h"
#include "MyBlueprintFunctionLibrary.h"


FVector UMyBlueprintFunctionLibrary::GetVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex)
	 
{ 
	// MyVector = FVector (25.f, 27.f, 29.f);
	FSkeletalMeshLODRenderData Model;
	FSkinWeightVertexBuffer SkinWeightBuffer;
	FVector MyVector = USkeletalMeshComponent::GetSkinnedVertexPosition(Component,VertexIndex,Model,SkinWeightBuffer);

	return MyVector;
	}

.cpp file