when I do it like “Mesh->SkeletalMesh = New_Mesh” it doesen’t change the mesh, but puts the old mesh in a t-pose position and cancels to play the idle animation.
when I do it like “Mesh->SkeletalMesh = New_Mesh” it doesen’t change the mesh, but puts the old mesh in a t-pose position and cancels to play the idle animation.