5.5.3 how to properly set skeletal mesh of a metahuman to a child of actor in c++

I have a custom actor that I am trying to add to my level and for the life of me I’ve tried tons of examples and cannot get the mesh assigned to the Model that I created any help greatly appreciated.

void ANPCCharacter::AssignMeshAsset(FString MeshPath, FString OutInfoMessage)
{
	static ConstructorHelpers::FObjectFinder<USkeletalMesh> mesh(MeshPath);
	
	mesh->SetSkeletalMesh(mesh.Object);

	FString::Printf(TEXT(OutInfoMessage), *MeshPath);
}


I also tried this approach:

ANPCCharacter::ANPCCharacter()
{
	PrimaryActorTick.bCanEverTick = true;

	SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot")));

	Model->SetupAttachment(RootComponent);

	FString meshPath = "TEXT(\"/Script/Engine.SkeletalMesh'/Game/Characters/UEFN_Mannequin/Meshes/SKM_UEFN_Mannequin.SKM_UEFN_Mannequin\")";
	USkeletalMesh* FPersonaToolkit::GetMesh();
	ACharacter* myCharacter = Cast<ACharacter>(GetOwner()); USkeletalMeshComponent* CharacterMesh = myCharacter->GetMesh(meshPath);
	if (myCharacter) {
		Model->

		UE_LOG(LogTemp, Warning, TEXT("Mesh Lookup/Assign Succeeded!"), 0);
	}
}

Just want to set the skeletal mesh asset for the form control so i can drag and drop default npc characters in that I can later change the model to a different one.