So far this is where i’m at. I would like to call this at BeginPlay so as soon as the character enters he/she will have a particular mesh already attached, as opposed to handling it via constructor. This way in C++ I can create conditions on whether or not it is actually there or not.
Make the Static Mesh a sub object ptr actor component of the actor itself, and add/remove it at any time (this is how I do things, for equipping / de equipping both skeletal mesh and static mesh weapons and armor from a character very quickly
#2, more clumsy
Make a static mesh actor, spawn it at runtime, and attach it to the player using a socket name
Since I don’t recommend #2 I am not going to explain it further