Vertex normals from Blender not importing into Unreal

I am creating a static mesh in Blender and importing into UE5. For using the mesh in my prototype game, it is important that the vertex normals be accessible once the asset is in the Unreal editor.

While in Blender the vertex normals display as expected (see screenshot). However, in Unreal when I access the vertex normals (VertexTangentZ) I simply get the face normal at each vertex position I query. The C++ code for getting the vertex normals is below.

TL;DR - In Unreal, why am I unable to fetch vertex normals from a static mesh created in Blender?

// Get face index from raycast downward from Pawn to surface
int FaceIndex = HitResult.FaceIndex;

FTransform ComponentTransform = StaticMeshComp->GetComponentTransform();

FStaticMeshVertexBuffers* VertexBuffers = &StaticMesh->GetRenderData()->LODResources[0].VertexBuffers;

// Get buffer to query vertex position
FPositionVertexBuffer* PositionVertexBuffer = &VertexBuffers->PositionVertexBuffer;

// Get buffer to query vertex normals
FStaticMeshVertexBuffer* StaticMeshVertexBuffer = &VertexBuffers->StaticMeshVertexBuffer;
		
FIndexArrayView IndexBuffer = StaticMesh->GetRenderData()->LODResources[0].IndexBuffer.GetArrayView();

// Get position and vertex normal from vertex 1 of the triangle
uint32 index0 = IndexBuffer[FaceIndex * 3 + 0];
VertexPositions[0] = FVector(PositionVertexBuffer->VertexPosition(index0));
VertexNormals[0] = FVector(StaticMeshVertexBuffer->VertexTangentZ(index0));

// Get position and vertex normal from vertex 2 of the hit triangle
uint32 index1 = IndexBuffer[FaceIndex * 3 + 1];
VertexPositions[1] = FVector(PositionVertexBuffer->VertexPosition(index1));
VertexNormals[1] = FVector(StaticMeshVertexBuffer->VertexTangentZ(index1));

// Get position and vertex normal from vertex 3 of the hit triangle
uint32 index2 = IndexBuffer[FaceIndex * 3 + 2];
VertexPositions[2] = FVector(PositionVertexBuffer->VertexPosition(index2));
VertexNormals[2] = FVector(StaticMeshVertexBuffer->VertexTangentZ(index2));

Upon import are you leaving the normals unchanges (importing them) or are they recomputed by unreal?

I am importing the normals from Blender into Unreal.

I discovered that VertexTangentZ(indexX) returns the Z component of the face tangent, not the vertex normal. So, the issue is not really an importing issue. Rather, it seems my method of accessing vertex normals was incorrect. Unfortunately, I do not think Unreal C++ offers a function/method to get vertex normals. If this is incorrect I would welcome guidance.