When a user tries to add a skeletal mesh component to a blueprint with a niagara system to use the skeletal mesh with that niagara system, the niagara system will stop rendering because it does not have CPU access for the new skeletal mesh. The blueprint gives the user no errors or feedback indicating that this is what has happened and there is no way to grant this access through the blueprint.
Instead, the user must load the Niagara system, manually switch out the skeletal mesh it is using, and grant CPU Access from within the system, switch the system back to the original mesh value, and then return to their blueprint. This is confusing to the user and hinders the user's ability to troubleshoot the issue.
The blueprint provides the user a pop up to give the Niagara system CPU access to the skeletal mesh, or automatically gives the system CPU access
The user is required to switch the skeletal mesh used by the Niagara system to manually give the system CPU Access for the skeletal mesh through the Niagara system instead of through the blueprint
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-72349 in the post.