# Replication on SkeletalMeshes

**URL:** <https://forums.unrealengine.com/t/replication-on-skeletalmeshes/279087>\
**Category:** Character & Animation\
**Tags:** Replication, unreal-engine, skeletalmesh, UE4, CPP, Blueprint, question\
**Created:** [March 31, 2014, 12:15am UTC](https://forums.unrealengine.com/t/replication-on-skeletalmeshes/279087 "2014-03-31T00:15:41Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 31, 2014, 12:57am UTC](https://forums.unrealengine.com/t/replication-on-skeletalmeshes/279087/3 "2014-03-31T00:57:56Z")

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#Easier Solution

You’ll have a much easier time of you simply possess a new character to put in place of the previous one.

Many due to changes in collision and animation complications, since it is the Character BP that stores the AnimBP, and the Anim Instance may or may not be updated / recreated for the new skeletal Mesh

Replicating the Character change is something I’ve already done in my own game,

though in my case I wanted it to be flash, you could make it more subtle if you wanted to!

**Epic Wiki Link To Video**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Rama

PS: all of this just my opinion, showing you an alternative

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