Hello I ask this question because it’s been 2 days that I didn’t find any solution even by looking in internet, I still not get my answer to that.
I’m I don’t know too much about Blueprint but if someone can help that will be great.
- There is a small skin selection, when I click on the button it shows the skin that I select with the animation blueprint. and with the game instance that I did when I play inside the level everything is okay, the skin show, but the problem is that the Animation BluePrint don’t change and still as the default one so the character select is in T-pose, while I want to change to the skin Animation BluePrint. when I stop the game I got a error about
- “Blueprint Runtime Error: “Accessed None trying to read (real) property MeshSkin in BPC_SkinSelector_C”. Node: SkinM2 Graph: EventGraph Function: Execute Ubergraph BPC Skin Selector Blueprint: BPC_SkinSelector”
So I need help for my game 
Thank you.
First off, several common features of actors, pawns, and characters do not replicate, such as:
- Skeletal Mesh Component
- Static Mesh Component
- Materials
- Animation Blueprints
- Particle System Component
- Sound Emitters
- Physics Objects
Each of these run separately on all clients, however, if the variables that drive these visual elements are replicated, it ensures that all clients have the same information and each simulates these features in approximately the same manner.
Details are in the Networking Overview “Replication section”
Character “skinning” is done by replicating data (Server → Clients). Typically you’d create a Struct that contains the elements needed to reskin/modify a character. The Struct should be a Repnotify which will create an OnRep function that executes on each client when they receive the changed struct variable.
The OnRep Function is what will apply the changes.
Character Cosmetics/Modification is Data Driven.
Example
Character Class

For preset characters you can use a Data Table to store configurations.
Character Selection would simply store the Row Name in a variable and RPC this up to the server.
