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

This issue is still present in 4.18.3 as I just ran into it this week. Specifically the code I am using is

GetMesh()->SetSkeletalMesh(DefaultMesh);

Which does not appear to replicate. Including a separate SkeletalMesh component on the PlayerCharacter and using that instead resolves this issue.

I would be fine with just the documentation including details about this as to reduce the amount of stumbling around to figure out why something isn’t working.

Re-linking the ticket for visibility Unreal Engine Issues and Bug Tracker (UE-16478)