Intentionally setting StaticMeshComponent's mesh to null doesn't affect replicated clients

Hey TheNoonicorn-

I tested replication of a static mesh in a project by setting a blueprint to change its static mesh during play. With the BP actor set to replicate I saw the mesh change only on the server/client that called for the change. This is likely caused by the same thing that you pointed out on the code side and the lack of functionality (both code and blueprint) have been bugged (UE-16478).

Cheers