USkeletalMeshComponent not following parent?

I’m trying to get a first person mesh working, but for some reason the mesh & bones are not attached to the capsule.

If I “Eject” in the editor, select the player, and move it…then “Posses” again…then the mesh begins to follow my player. This is a strange issue, and I’m not sure what is causing it.

In my Character’s blueprint…the mesh only has scale as a transform, it does not have rotation or translation

In my Character constructor:



	Mesh1P = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PlayerMesh1P"));
	Mesh1P->AttachParent = GetCapsuleComponent();
	Mesh1P->bOnlyOwnerSee = true;
	Mesh1P->bOwnerNoSee = false;
	Mesh1P->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
	Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;


EDIT: Not sure why…but I deleted the blueprint and recreated it, and it solved the issue.