the solution is
Mesh->ComputeSkinnedPositions(vertices);
TArray<FVector> vertices_;
for (int i = 0; i < vertices.Num(); i++)
{
vertices_.Add(Mesh->GetSkinnedVertexPosition(i));
}
the solution is
Mesh->ComputeSkinnedPositions(vertices);
TArray<FVector> vertices_;
for (int i = 0; i < vertices.Num(); i++)
{
vertices_.Add(Mesh->GetSkinnedVertexPosition(i));
}