In BP’s I think the easiest way would be to use sockets instead of VertexData.
Sockets allow you to specifiy a location and rotation relative to the Mesh’s transform and gets transformed automatically when the mesh is moved/rotated.
To create a socket, double click your StaticMesh in the content browers, then do
After creating the socket you can either directly attach your colliders to the sockets or do it dynamically in BP.
More on the matter in the [docs][2] and [this for SkeletalMeshes][3]