How to reimport mesh without breaking all blueprints and references?

Okay so actually your first suggestion worked, I had to go to the blueprint and select a totally different mesh, then swap it back and it updated it there. Now though he’s just doing his equivalent of a t-pose and not calling the animation blueprint anymore. Is there something obvious I’m missing here or do I have do it the second way you described here?

EDIT: okay wait doing what I did pulled the animation blueprint off of the blueprint. When I put it back on it forces him in the wrong axis again. So I guess it’s a problem with the animations themselves being rotated. So I tested and I can reimport the animations twisted -90 on the Z and it fixes them. I guess I have to go through all 30 animations and export them onto my hard drive then reimport them from my hard drive with the rotation set to -90.

I feel like this is the wrong way to do this and going to cause problems down the line, if anyone out there has any thoughts on whether or not this is safe and reasonable to do long term, please chime in. In the future when I get other assets on the Unreal Marketplace this is 100% going to happen again and it would be really good to know if this is a smart or bad fix to the problem.