Skeletal mesh reverts to pre-unwrapped version when added to BP

I imported a version of one of our enemy AI characters but noticed the textures were mucked up because it was from a previous iteration that had not yet been properly unwrapped. Immediately, I deleted this and went to grab the unwrapped version. Brought in the updated FBX skeletal mesh, applied textures and set up the animation BP. I then went to the character blueprint (child of a parent AI BP) and replaced the mesh in the BP with my new skeletal mesh, but noticed right away that the textures were the same as the previous version. What gives? I’ve tried reimporting this new version into a new location with new name, but to no avail. In the picture below, you can see his eye texture clearly on his left shoulder which indicated the bad unwrap. But this is only in the Blueprint and in game, not in Persona.

Well, problem sort of solved… It looks as though I can start a whole new AI bot blueprint and the skeletal mesh asset is correct. As soon as I tried to set its parent class to my Enemy_BP, however, it reverted back to the messed up version. Guess I’ll just copy/paste the code I need? It’ll make casting to it a pain in the butt but that’s okay for right now. Maybe it’ll be easier to set this up as the parent once the necessary code is in place. Very odd.