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Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't change the selected static mesh asset.
Both options should keep the originally selected static mesh.
Also making a C++ class that extends ASkeletalMesh does not exhibit this issue.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30723 in the post.