Hi,
This is the new tutorial document, and it has the answer to your question in it: http://www.evernote.com/l/AhQC-MeHEV…XPdL1DZRCB_A0/
The document has images to help wit the explanation. It’s under the ‘Mesh, Skeleton and Sockets’ section.
You can also reach me on Skype if you need more help, and Discord as well.
This is an except from the document referring to your inquiry:
"The Art of Combat has undergone rigorous testing for more than 18 months, and with that amount of testing and experience comes the knowledge with which to circumvent seemingly unbeatable and unexplainable bugs that are inherent in the Unreal Engine itself. In this case, I prepared a workaround for a bug that prevents the characters’ meshes’ particulars from being relayed at runtime. For example, if you select a Ninja as your mesh, and also set the rotation of the mesh as well as its location and animation blueprint to use, these may or may not have shown up in the editor during play. So to correct that, I added an extra event that runs very close to the Begin Play event called the ‘Adjust Mesh Vars’ event. This event makes sure that all your selected edits to the mesh are relayed during runtime.
You can find the Adjust Mesh Vars event in the Event Graph of the Manne_BP blueprint, close to the Begin Play event.
The Adjust Mesh Vars event corrects the issue of what you see above, where the Assassin’s mesh doesn’t show up in the editor. It will show up during play, thanks to the event, but of course to see the mesh before play, simply set the settings in the editor. The bug occurs whenever the project is restarted, and that’s why the event is well suited to take care of it."