Blueprint pass procedural mesh by value

UE 5.3 Sliced a chair static mesh into multiple procedural meshes. However, there was some connection between the segments. Concluded that was because all were still in the original actor.

Therefore, detached each slice from original and passed via spawn to another BP where
attached the passed procedural mesh to its own static mesh. This was confirmed by viewing in the outliner.

However, still had the same problem with the interconnection as seen below. The slices do not fall to the ground even though physics is enabled.

How do I pass a procedural mesh by value instead of reference? Thanks