It’s an enum on the mesh component of your character. You can set that in the default properties of your actor, through blueprint code, or C++.
In the editor you can go to the default properties of your Character blueprint, and find the following property:
UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category=SkeletalMesh)
TEnumAsByte<EMeshComponentUpdateFlag::Type> MeshComponentUpdateFlag;