2 Skeletal Mesh in Character

I created a project with Third Person template. I want to have reference to skeletal mesh in character class so I created new character. My problem is I have 2 Skeletal mesh in viewport when create child class of c++ class

AMyRPG_TutorialCharacter.h:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/TimelineComponent.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "Components/SkeletalMeshComponent.h"
#include "MotionWarpingComponent.h"
#include "Animation/AnimMontage.h"
#include "MyRPG_TutorialCharacter.generated.h"

class UTimelineComponent;

typedef void(*FunctionPointer)();

UCLASS()
class RPG_TUTORIAL_API AMyRPG_TutorialCharacter : public ACharacter
{
	GENERATED_BODY()

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;

	/** MappingContext */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputMappingContext* DefaultMappingContext;

	/** Jump Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* JumpAction;

	/** Move Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* MoveAction;

	/** Look Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* LookAction;


	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* CrouchedAction;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* AssasinAction;

public:
	// Sets default values for this character's properties
	AMyRPG_TutorialCharacter();
	UFUNCTION()
	void Crouch_JumpWrapper();

	UPROPERTY(EditAnywhere, BlueprintReadOnly)
	bool Crouched;

	UPROPERTY(EditAnywhere, Category = "Timeline Cam Curve")
	UCurveFloat* CrouchedCamCurve;

	UFUNCTION(BlueprintCallable)
	void Vault_C();

	UFUNCTION(BlueprintCallable)
	void VaultMotionWarp();

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	bool CanWrap;

	UPROPERTY(EditDefaultsOnly)
	USkeletalMeshComponent* CharacterMesh;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	UMotionWarpingComponent* MotionWarping;

	UPROPERTY(EditAnywhere)
	UAnimMontage* MontageToPlay;

protected:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FVector VaultStartPos;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FVector VaultMiddlePos;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FVector VaultLandPos;
	/** Called for movement input */
	void Move(const FInputActionValue& Value);

	/** Called for looking input */
	void Look(const FInputActionValue& Value);

	void Crouch(const FInputActionValue& Value);

	void Assasin(const FInputActionValue& Value);

	UTimelineComponent* MainTimeline;

	UFUNCTION()
	void TimelineProgress(float Value);


protected:
	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	// To add mapping context
	virtual void BeginPlay();

public:
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }

};

AMyRPG_TutorialCharacter.cpp:

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyRPG_TutorialCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "Components/TimelineComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Components/SkeletalMeshComponent.h"
#include "MotionWarpingComponent.h"
#include "RootMotionModifier.h"
#include "Kismet/KismetMathLibrary.h"


// Sets default values
AMyRPG_TutorialCharacter::AMyRPG_TutorialCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...	
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate


	GetCharacterMovement()->JumpZVelocity = 700.f;
	GetCharacterMovement()->AirControl = 0.35f;
	GetCharacterMovement()->MaxWalkSpeed = 500.f;
	GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
	GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;


	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->TargetArmLength = 400.0f;
	CameraBoom->bUsePawnControlRotation = true;

	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
	FollowCamera->bUsePawnControlRotation = false;

	CharacterMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh"));
	CharacterMesh->SetupAttachment(GetCapsuleComponent(), CapsuleComponentName);

	MainTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("CamTimeline"));
}

// Called when the game starts or when spawned
void AMyRPG_TutorialCharacter::BeginPlay()
{
	Super::BeginPlay();

	if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->AddMappingContext(DefaultMappingContext, 0);
		}
	}


}


// Called to bind functionality to input
void AMyRPG_TutorialCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {

		//Jumping
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyRPG_TutorialCharacter::Crouch_JumpWrapper);
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);

		//Moving
		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyRPG_TutorialCharacter::Move);

		//Looking
		EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyRPG_TutorialCharacter::Look);


		EnhancedInputComponent->BindAction(CrouchedAction, ETriggerEvent::Started, this, &AMyRPG_TutorialCharacter::Crouch);
		EnhancedInputComponent->BindAction(AssasinAction, ETriggerEvent::Started, this, &AMyRPG_TutorialCharacter::Assasin);

	}
}

void AMyRPG_TutorialCharacter::Crouch_JumpWrapper()
{
	if (Crouched) {
		Crouch(1);
	}
	ACharacter::Jump();

}

void AMyRPG_TutorialCharacter::Move(const FInputActionValue& Value)
{
	// input is a Vector2D
	FVector2D MovementVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);

		// get right vector 
		const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);

		// add movement 
		AddMovementInput(ForwardDirection, MovementVector.Y);
		AddMovementInput(RightDirection, MovementVector.X);
	}
}

void AMyRPG_TutorialCharacter::Look(const FInputActionValue& Value)
{
	// input is a Vector2D
	FVector2D LookAxisVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// add yaw and pitch input to controller
		AddControllerYawInput(LookAxisVector.X);
		AddControllerPitchInput(LookAxisVector.Y);
	}
}

void AMyRPG_TutorialCharacter::Crouch(const FInputActionValue& Value)
{
	if (!Crouched) Crouched = true;
	else Crouched = false;

	FOnTimelineFloat CamMovementValue;
	CamMovementValue.BindUFunction(this, FName("TimelineProgress"));

	if (CrouchedCamCurve) {
		MainTimeline->AddInterpFloat(CrouchedCamCurve, CamMovementValue);

	}

	if (Crouched) {
		GetCharacterMovement()->MaxWalkSpeed = 350.0;

		MainTimeline->PlayFromStart();
	}
	else {
		GetCharacterMovement()->MaxWalkSpeed = 500.0;
		MainTimeline->ReverseFromEnd();
	}

}


void AMyRPG_TutorialCharacter::TimelineProgress(float Value)
{
	CameraBoom->TargetArmLength = FMath::Lerp(400.0, 500.0, Value);

}

void AMyRPG_TutorialCharacter::Assasin(const FInputActionValue& Value)
{

}

void AMyRPG_TutorialCharacter::Vault_C()
{
	FHitResult TraceResults;
	TArray<AActor*, FDefaultAllocator> IgnoredActors;

	for (int i = 0; i <= 2; i++) {
		FVector TraceStart = GetActorLocation();
		TraceStart.Z += i * 30;

		FVector TraceEnd = GetActorForwardVector();
		TraceEnd *= 180.0;

		if (UKismetSystemLibrary::SphereTraceSingle(this, TraceStart, TraceEnd + TraceStart, 5.0, ETraceTypeQuery::TraceTypeQuery1, false, IgnoredActors, EDrawDebugTrace::ForDuration, TraceResults, true)) {

			break;
		}
	}

	FHitResult SubTraceResults, SubTraceResultsLand;

	for (int j = 0; j <= 5; j++) {
		FVector SubTraceStart = TraceResults.Location + FVector(0.0, 0.0, 100.0);
		//GEngine->AddOnScreenDebugMessage(-1, 15.0, FColor::Black, FString::Printf(TEXT("X = %d"), TraceResults.Location.X));
		//GEngine->AddOnScreenDebugMessage(-1, 15.0, FColor::Black, FString::Printf(TEXT("Y = %d"), TraceResults.Location.Y));
		//GEngine->AddOnScreenDebugMessage(-1, 15.0, FColor::Black, FString::Printf(TEXT("Z = %d"), TraceResults.Location.Z));


		FVector SubTraceEnd = GetActorForwardVector();
		SubTraceEnd *= (j * 50);

		if (UKismetSystemLibrary::SphereTraceSingle(this, SubTraceStart + SubTraceEnd, SubTraceStart + SubTraceEnd - FVector(0.0, 0.0, 100.0), 10.0, ETraceTypeQuery::TraceTypeQuery1, false, IgnoredActors, EDrawDebugTrace::ForDuration, SubTraceResults, true)) {
			if (j == 0) {
				VaultStartPos = SubTraceResults.Location;
				DrawDebugSphere(GetWorld(), VaultStartPos, 10.0, 12, FColor::Purple, false, 10.0, 2.0);
			}

			VaultMiddlePos = SubTraceResults.Location;
			DrawDebugSphere(GetWorld(), VaultMiddlePos, 10.0, 12, FColor::Yellow, false, 10.0, 2.0);
			CanWrap = true;
		}
		else {

			if (UKismetSystemLibrary::SphereTraceSingle(this,
				SubTraceResults.TraceStart + (GetActorForwardVector() * 80.0),
				(SubTraceResults.TraceStart + (GetActorForwardVector() * 80.0)) - FVector(0.0, 0.0, 1000.0),
				10.0,
				ETraceTypeQuery::TraceTypeQuery1,
				false,
				IgnoredActors,
				EDrawDebugTrace::ForDuration,
				SubTraceResultsLand,
				true, FColor::Purple)) {

				VaultLandPos = SubTraceResultsLand.Location;
				break;
			}

		}

	}

	VaultMotionWarp();

}

void AMyRPG_TutorialCharacter::VaultMotionWarp()
{

	if (CanWrap && VaultLandPos.Z >= CharacterMesh->K2_GetComponentLocation().Z - 50.0 && VaultLandPos.Z <= CharacterMesh->K2_GetComponentLocation().Z + 50.0) {
		GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Flying, 0);
		SetActorEnableCollision(false);


		MotionWarping->AddOrUpdateWarpTargetFromLocationAndRotation("VaultStart", VaultStartPos, GetActorRotation());
		MotionWarping->AddOrUpdateWarpTargetFromLocationAndRotation("VaultMiddle", VaultMiddlePos, GetActorRotation());
		MotionWarping->AddOrUpdateWarpTargetFromLocationAndRotation("VaultLand", VaultLandPos, GetActorRotation());

		PlayAnimMontage(MontageToPlay, 1.0, NAME_None);
		GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Walking, 0);
		SetActorEnableCollision(true);

		CanWrap = false;
		VaultLandPos = FVector(0.0, 0.0, 20000.0);

		GEngine->AddOnScreenDebugMessage(-1, 15.0, FColor::Black, TEXT("Montage Played"));
	}

}

As you can see I just copied code from default character because I thought that skeletal mesh is created in blueprint in default class but default skeletal mesh not disappeared