Change skeletal mesh of animation during runtime

Question!

I have a character in a room with four corners.
This character is animated walking through every corner and needs to change it’s outfit (mesh) every time it walks into a new corner.
The four meshes all share the same skeleton.

Exporting 4 different animations that each have their own mesh and hide and unhide them whenever I need to in a sequencer is not an option. I have a total of 8 animations that do multiple loops around the room x 4 different meshes is = 32 mesh-switches every loop, and they loop like 29 times. (29x23= something I’m not willing to spend my time on.)

So I thought I’d make this: Actor bp > Assign one of the meshes > on event begin play > play animation > timeline (for when it enters a new corner, wanting to make it an on collision event in the future) > set skeletal mesh > play animation
Sure, that works, but the animation starts over in the first corner, which I obviously don’t want to happen.
Does anyone have a suggestion on how to do this as efficiently as possible?