How do I get an Actor's static mesh?

Try this:

TArray<UStaticMeshComponent*> Components;
Actor->GetComponents<UStaticMeshComponent>(Components);
for( int32 i=0; i<Components.Num(); i++ )
{
    UStaticMeshComponent* StaticMeshComponent = Components[i];
    UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh;
}
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