Investigating the Feasibility of Baking Spline Meshes with Vertex Color into Static Meshes via Blueprint or C++ Scripting

Is it feasible to bake spline meshes, inclusive of vertex color information, into static meshes?

Utilizing the modeling mode’s mesh merge tool results in a default spline source mesh, devoid of any transferred vertex color data. Conversely, the manual approach via the “Merge Actors” panel under the tools section successfully retains both vertex color and spline mesh conversion; however, this method proves cumbersome for large-scale production and has been known to crash the engine when the “Replace Actors in Scene” boolean is activated.

While there exists a blueprint callable function for the “Merge Actor” tool, it regrettably accepts only static meshes as input. I have meticulously explored all aforementioned methods across various engine versions, including the 5.5 preview, yet to no avail.

In conclusion, it would be immensely beneficial to establish a methodology for converting spline meshes with vertex color into static meshes through either a blueprint or a C++ callable node.