Runtime static mesh generation using BuildFromMeshDescription?

I am working on a project where it is absolutely necessary to generate static meshes at runtime given triangle(int array) and vertex information(vector array)
I am aware of procedural mesh components and the runtimeMeshComponent but neither are satisfactory

I know of the BuildFromMeshDescription however there is so little documentation on the matter or how to use it.
So far in my own attempts I managed to use the createCube function to generate a cube static mesh at runtime, however I am completely lost when it comes to loading in the vertex information.

My understanding is that you create an empty static mesh and then write into it using buildFromMeshDescription

(my game loads user and developer made content at game load, the current system saves the vert information to be loaded on demand by each actor that needs it, building a PMC, but really these wont change during runtime so static meshes are far more valuable, especially since i intend to instance them)