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

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.