Switching character mesh in multiplayer?

I haven’t tried it, but my first idea would be to add a TSubclassOf<USkeletalMesh> variable to your character class (or a class reference variable, if you’re using Blueprint).
Make it replicated with a ReplicatedUsing/RepNotify-function that loads and sets the characters skeletal mesh according to whatever the TSubclassOf<USkeletalMesh> points at.