I use the latest version of Intel GPA directly from the official source. There is very little information about using it for ripping assets out there that I've found, but the few write-ups I've come across refer to using an old version of the program, just to clear that up to begin with.
Battleye seems to complicate launching so I use the "Auto-detect launched applications" setting to attach the GPA monitor to the game. The game has never connected to the online service when I've been attaching GPA to it, again I think Battleye having a fuss and not allowing it, though it won't incur penalty my account has been fine since. Maybe that was just Ubi's servers being crap.
Take a frame in game, and go open it in the frame analyser. Along the top is a graph showing the various calls that's going on in the frame, that's where I navigate and browse for what I'm looking for. I sort it by primitive count I think (I'm writing this by memory), geometry tends to be heaviest thing so the bigger the register on the graph the more likely it's a proper detailed mesh object, but actually some things like scopes have been quite small ones. There's a lot of calls that just aren't going to be of interest, for lighting and crap I don't really know. In the lower center is the specific display, and at the top of that section you should be able to change between viewing different types of assets for the particular call that you are viewing; e.g. texture, mesh.
There seems to be a bug in the display of geometry, that prevents freely browsing all that is there in a frame without reloading it. If I go through looking at the geometry items I'll see glitchy broken stuff that seems to be mainly the same after I've clicked on a few draw calls — just a couple of disjointed planes — but the textures hint at what the asset might actually be. So I browse by looking at textures instead to find the thing I want — a scope or gun or whatnot will have a recognizable texture — then I remember what draw call number that was, close the frame, the re-open it and click on that specific draw call first and it will show the right geometry. It seems to be the act of clicking through different draw calls that breaks geometry display, the first one you click on works right. Literally a bug with the program it seems, unless I'm missing something.
Also, so far any frame I take doesn't come close to containing draw calls for all the assets that are present in the actual viewed render. Like if I stand in a map looking at walls and props, I'll never find draw calls for any of that stuff. If I try taking a frame in the menu where a character or weapon is being centrally displayed then I'll never find draw calls for most of it. If I load into the game and take a frame then nearly all the provisions of that frame will be focused something specific, which tends to be what was in the characters hands, which is how I'm able to get equipment meshes. The architecture of frame capturing is beyond me, there is probably some analog of baking occuring for static objects and physics objects that means they exist only as a reference call in the frame.. or something, just a guess.
So that's how I can get some meshes, anything I can hold in the character's hands will show up reliably in the frame capture. There's a button right there in the window to export meshes, textures can be got the same way. It will be a distorted mesh and I then attach a cube to it with a mesh deform modifier in Blender and correct the shape of the mesh using orthographic views, doesn't take much time but requires guesswork as to setting the dimensions. Look for parts of the object that are suppose to be circular (such as the end of the barrel or screws and bolts, then push and pull until those are circular and that does most of the work for you.
Better than nothing at all but yeah..

