not that i’m aware of. the vertex data format for rendering has limitations what the gpu can handle at once. this is realtime rendering not an offline computation.
if you can read code…
no room for attributes. they are not even imported. only the color is used. so… if you want some of that functionaility you gotta blueprint cheaty shaders to get it done within limits.
an alternative i could suggest is to bake low res textures of the “vertex attribute data” and/or convert it into uv data and do shader magic. you can have 8 uv sets (upto 16 channels) for static and 4 uv sets (upto 8 channels) for skinned meshes. that’s in line with what naughty dog does with their procedural material system. you can look it up on google.
