Change the SkeletalMesh of a Character class

I think the Construction Helpers only work in the Constructor of a class.

It is bad practice to hardcode references to assets. In case you want to do it anyways write this in the constructor:

static ConstructorHelpers::FObjectFinder<USkeletalMesh> Mesh_Male_FeetObj(TEXT("SkeletalMesh'/Game/Characters/BodyParts/Male_Feet_LOD_0.Male_Feet_LOD_0'"));
	if (Mesh_Male_FeetObj.Object != NULL)
		Mesh_Male_Feet = Mesh_Male_FeetObj.Object;

“Mesh_Male_Feet” is a USkeletalMesh-pointer (declared in the header).

You could also just make the USkeletalMesh-pointer and specify the asset in the blueprint… I guess this would be the “right” way to do.