"Mesh" is actually a
SkeletalMeshComponent, which does in fact extend
MeshComponent, but it's declared around line 230 (in the May 2012 version of the UDK) in the Pawn.uc class as a
SkeletalMeshComponent. It's also the very same object that gets passed into the function. Just to be sure, I put a breakpoint in that function in Visual Studio and examined both objects. They were both "SkeletalMeshComponent_0" - the same object. If they weren't the same object, the function wouldn't get past the "if (SkelComp == Mesh)" line. Out of the box, it did work like it was (several people have emailed me and it has worked for them as well), but it definitely wasn't well structured code. If it wasn't working for you, Priest, then I would guess that there was some other factor that was throwing things off. In any case, I'm glad you caught it so I could clean it up.

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