Using FObjectFinder to create a skeletal mesh

Below is the code im using to spawn my mesh

I was get my else debug message. Why?

ACharUno::ACharUno()
{
PrimaryActorTick.bCanEverTick = true;

// Create skeletal mesh component and attach it to the character mesh
SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMesh"));
SkeletalMesh->SetupAttachment(GetMesh());

OPrint(20, "Pass1", "00FF00FF");//Did this pass
// Load skeletal mesh asset

static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshAsset(TEXT("Engine.SkeletalMesh'/Game/Characters/Mannequins/Meshes/SKM_Manny.SKM_Manny'"));

if (SkeletalMeshAsset.Succeeded())
{
	SkeletalMesh->SetSkeletalMesh(SkeletalMeshAsset.Object);
	OPrint(20,"it worked","00F0FFFF");
}
else
{
	OPrint(20, "failed to create mesh object", "FF0000FF");
}

}

Found the solution. If you are doing this through the editor use the code below instead.

FStringAssetReference SkeletalMeshAssetRef(TEXT(“File Reference”));
USkeletalMesh* LoadedMesh = Cast(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshAssetRef.ToString()));
if (LoadedMesh)
{
// The SkeletalMesh was loaded successfully
SkeletalMesh->SetSkeletalMesh(LoadedMesh);
//TPrint(20, “it worked”, “00F0FFFF”);
}