Mesh/anim-instance update while playing

Hello!

So I have this game. I have a variable gender that loads from database and inserts it into a playerCharacter blueprint-

After this, when the gender is loaded, I do the following:

  1. CustomEvent on Server: sets a new anim instance and the skeletal mesh (of the girl / guy)… this pretty much overrides the current skeletalmesh/anim instance of the blueprint for the new one I select.
  2. Cast to all: same as above to update to all clients.

Note: my fbx model uses the same skeleton (the same…) as the mannequin, since it has the same bones and all that, just a different model.

The thing is, it works fine… just fine, with no errors.

However when I close the project and reopen it, I can see that all the npcs and players (all the child blueprints except the parent) had their Location (from blueprint setting) resetted to (0,0,0). Usually is set to X:0 Y:0 Z:-97 (so the player mesh looks like is standing on the ground) and Yaw:270 (to face the lilttle blue arrow). After I updated the meshes of the characters (actually after I added the new fbx model and setted up everything) for some reason it resets all of this from the child blueprints… So I end up with all npcs and players floating above the ground (because of the -97 difference)… I tried different wants to address this, like making a different skeleton for both male/female models, yet the result is the same.

Any ideas what could be this? the mesh is from FuseCC

regards!

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