Preserving/Accessing Static Mesh's MeshDescription in packaged game

I find it a bit inconsistent that you can create Static Meshes from Mesh Descriptions during runtime, but you are not able to access a Static Mesh’s Mesh Description.
At least not that I can tell. Please prove me wrong!!
In the StaticMesh c++ source code, the GetMeshDescription() function is inside a #if WITH_EDITORONLY_DATA, so it won’t let me package a game that relies on this function.
What I want is to be able to access the Static Mesh’s Mesh Description to initialize a FDynamicMesh3 from it (which I then deform non-linearly at every frame).

Any and all help would be much appreciated!!!

Thanks so much in advance.

Did you find a solution to this?

Sorry for the late response. Unfortunately, I have not.
My understanding is that unless you are willing to do major engine modifications (which I am not willing to even attempt), it is what it is.
Looks like in 5.3 it’s still wrapped by the macro:

UStaticMeshDescription* UStaticMesh::GetStaticMeshDescription(int32 LODIndex)
{
#if WITH_EDITOR
	if (LODIndex < GetNumSourceModels())
	{
		GetSourceModel(LODIndex).GetOrCacheMeshDescription();
		return GetSourceModel(LODIndex).GetCachedStaticMeshDescription();
	}
#endif
	return nullptr;
}