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NotifyClientUGCModelReady only flushes the client's cached NIF, HKX and LXFML and loads them again as preloads (0x00ca6430): an object already drawn keeps its mesh, so the switch to the served mesh after a property load (and a model made again) changed nothing on screen. Now each player also has the model taken down and constructed again: the new object loads the NIF, whose cached checksum is the served one (sent first), and the HKX, whose checksum is still the one the client built, so it keeps collision. Only models shown to that player are constructed again. Each switch is logged. Also corrects the address of the client's brushed steel texture registration in the docs: 0x00467090 (RegisterBrushedSteelTextures) in the 1.10.64 client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>