If you can't change MeshIds of MeshParts via script during runtime due to the collision calculation, then how do accessories get inserted?

I’m making an avatar customization system and I’m trying to switch to MeshPart Accessories, but I cannot spawn new accessories or save them because you cannot instance new MeshParts with a MeshId. But it made me realize: then how does Roblox do it?

Is there any loophole around this? The accessories saved will be based on the website anyway via AssetId. InsertService doesn’t work - it inserts it with a SpecialMesh.

???

Okay this is great, thank you!