How to get the native resolution of the monitor?

I’m trying to get the native resolution of my Monitor. I stumble upon Rama’s tutorial but I don’t seems to understand it well.

This is the function he provide


static FORCEINLINE void GetDisplayAdapterScreenResolutions(FScreenResolutionArray& Resolutions)
{
	if (RHIGetAvailableResolutions(Resolutions, false))
	{
		for (const FScreenResolutionRHI& EachResolution : Resolutions)
		{
			UE_LOG(YourLog, Warning, TEXT("DefaultAdapter - %4d x %4d @ %d"),
				EachResolution.Width, EachResolution.Height, EachResolution.RefreshRate);
		}
	}
	else 
	{
		UE_LOG(YourLog, Error, TEXT("Screen Resolutions could not be obtained"));
	}
}

I’m trying to implement it on my game but I’m sort of loss

.H File


#pragma once
#include "RHI.h"
#include "Components/ActorComponent.h"
#include "PositionReport.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UPositionReport : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UPositionReport();
	// Called when the game starts
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

	//Grab Screen Resolution
	void GetDisplayAdapterScreenResolutions(FScreenResolutionArray* Resolutions);
	
};


.CPP file


void GetDisplayAdapterScreenResolutions(FScreenResolutionArray& Resolutions)
{
	if (RHIGetAvailableResolutions(Resolutions, false))
	{
		for (const FScreenResolutionRHI& EachResolution : Resolutions)
		{
			UE_LOG(LogTemp, Warning, TEXT("DefaultAdapter - %4d x %4d @ %d"),
				EachResolution.Width, EachResolution.Height, EachResolution.RefreshRate);
		}
	}
	else
	{
		UE_LOG(LogTemp, Error, TEXT("Screen Resolutions could not be obtained"));
	}
}

If I were to call the GetDisplayAdapterScreenResolution function won’t I need to initialize Resolutions?