Here you go
You prob need to include several things for the SkeletalMeshLODRenderData etc.
const FSkeletalMeshLODRenderData& skelMeshRenderDataTemp = skelComponent->GetSkeletalMeshRenderData()->LODRenderData[0];
FSkinWeightVertexBuffer& skinWeightBufferTemp = *skelComponent->GetSkinWeightBuffer(0);
if (skelMeshRenderDataTemp.HasClothData()) {
// UE_LOG(LogTemp, Warning, TEXT("Has Cloth"));
// Cloth Positions if ever needed
/*
auto currentClothingData = skelComponent->GetCurrentClothingData_AnyThread();
TArray<FClothSimulData> clothSimulData;
currentClothingData.GenerateValueArray(clothSimulData);
for (auto simulDataTest : clothSimulData) {
// simulDataTest.Positions
// simulDataTest.Normals
for (auto simulDataPosTest : simulDataTest.Positions)
UE_LOG(LogTemp, Warning, TEXT("pos: %s"), *simulDataPosTest.ToString());
}
*/
}