Runtime Mesh Deformation NOT Working!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class cameraHandler : MonoBehaviour
{
    Ray ray;
    RaycastHit hit;

    [SerializeField]
    GameObject plane;

    Camera cam;

    void Start()
    {
        cam = transform.GetComponent<Camera>();
    }

    void FixedUpdate()
    {
        if (Input.GetMouseButtonDown(0))
        {
            DeformMesh();
        }
    }

    void DeformMesh()
    {
        ray = cam.ScreenPointToRay(Input.mousePosition);

        if(Physics.Raycast(ray, out hit))
        {
            DeformPlane deformPlane = plane.transform.GetComponent<DeformPlane>();
            deformPlane.DeformThisPlane(hit.point);
        }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DeformPlane : MonoBehaviour
{
    MeshFilter meshFilter;
    Mesh PlaneMesh;
    Vector3[] verts;

    [SerializeField] float Radius = 4f;

    [SerializeField] float power = 20f;

    void Start()
    {
        meshFilter = GetComponent<MeshFilter>();
        PlaneMesh = meshFilter.mesh;
        verts = PlaneMesh.vertices;
    }

    public void DeformThisPlane(Vector3 positionToDeform)
    { 
        positionToDeform = transform.InverseTransformPoint(positionToDeform);

        for(int i=0; i < verts.Length; i++)
        {
            float dist = (verts[i] - positionToDeform).sqrMagnitude;

            if(dist == Radius)
            {
                verts[i] -= Vector3.up * power;
            }
        }
        PlaneMesh.vertices = verts;
    }
}

How exactly is it “NOT Working”?

Console errors? Compile errors? No errors but nothing happens? Give us something to work with here.

Have you made any attempt to debug it yourself? e.g. added Debug.Log statements to verify that your DeformThisPlane function is being called?