Saving out mip data from the textures

Given a UTexture2D, I’m accessing the compressed mip data, processing it, and exporting in my own format.

The jist of the code is:

FTexturePlatformData* TextureData = *Texture->GetRunningPlatformData();
TextureData->TryInlineMipData();

for( int32 MipIndex = LODBias; MipIndex < TextureData->Mips.Num(); MipIndex++ )
{
FTexture2DMipMap& MipData = TextureData->Mips[MipIndex];
RawMipInfo[MipIndex].TotalSize = MipData.BulkData.GetBulkDataSize();
MipData.BulkData.GetCopy( &RawMipInfo[MipIndex].BlockData );

This works fine, but only once. Bulk data can only be safely accessed once in game, but should be fine in the editor?

What is the correct procedure for repeatedly accessing bulk data (specifically FTexturePlatformData mip data) repeatedly?

Cheers
John