ReferenceMeshId for published layered accessory is wrongly chosen by Engine and brake layer

When equipping published layered accessory we’ve made, ReferenceMeshId of wrapLayer is wrongly chosen and looks broken.

The published accessory have the same meshId/textureId in [Handle] Mesh, also cageMeshId of [HandleWrapLayer] compared to accessory before publishing, which is completely works fine.
Only ReferenceMeshId is wrongly chosen when enter the game.

And also copy and paste after playing in studio works as intended.

Expected behavior

Correctly chosen referenceMeshId and work it as accessory before publishing.

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