How to Move an Actor Along the Surface of an Animated Skeletal Mesh?

I’m trying to move an actor along the surface of a skeletal mesh that is being animated, but I’ve hit the wall trying to access the current (deformed) vertices of the mesh at runtime.

The bigest problem i have is that i cant really acces that data because is something modifyed in the gpu.

My Questions

  1. Is there a standard way to move an actor/component along the surface of an animated skeletal mesh, when per-frame vertex positions are not available on the CPU?
  2. Can Niagara’s “Traverse Skeletal Mesh” logic or Skin Cache be leveraged for gameplay (not just visual FX)?
  3. Are there recommended techniques or workflows in Unreal for this? If not, what do most developers do in these situations?
  4. Is there any way to adopt a similar approach as the Unreal Engine hair or cloth simulation systems to keep something attached to the mesh surface with animation, but make it available for gameplay logic?
  5. If the answer involves custom tools, plugins, or “proxy” systems, any tips or resources would be appreciated!