Modify existing mesh's position of vertices

I am working on transferring my Unity soft-body physics project to Unreal 4. I need to be able to modify the position of vertices on an existing mesh. I know I can’t use the static mesh component since my mesh will be constantly deforming during runtime. Any suggestions?

Hi,

I was looking at the same question, here is what I found, if you still need it of for future searcher:
I use a UProceduralMeshComponent.

The creation:

VisualMesh::createMesh()
{
   mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
RootComponent = mesh;

// Create buffers
TArray<FVector> vertices;
TArray<int32> Triangles;
TArray<FVector> normals;
TArray<FVector2D> UV0;
TArray<FProcMeshTangent> tangents;
TArray<FLinearColor> vertexColors;

// Fill buffers
...

// Create mesh
mesh->CreateMeshSection_LinearColor(0, vertices, Triangles, normals, UV0, vertexColors, tangents, true);

}

The update:

TArray<FVector> vertices;
	TArray<FVector> normals;
	for (int i = 0; i < nbrV; i++)
	{
		vertices.Add(FVector(newX, newY, newZ));
		normals.Add(FVector(newX, newY, newZ));
	}
	
	mesh->UpdateMeshSection(0, vertices, normals, TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>());