Using UI Mesh renderer with dynamic instantiation

I am currently trying to use UIMeshRenderer in a list to display the inventory of a player.
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The weapon shows up fine in the editor, ( after scaling it 5000, 5000, 5000)
however when pressing the ‘preview’ it dissapears.
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This is my hierarchy, The ItemButton and (MeshHolder + Mesh) are seperate prefabs
image
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I am using a typescript component to dynamically refresh these tasks, like so:

resources.load(`ArmoryIcons/MeshHolder`, Prefab, (err, PrefabIcon) => {
                DataArray.forEach(element => {
                    let NewBtn = instantiate(this.ItemBtn)
                    let ElementHeader = (Section == 'Characters' ? 'Body_Material0' : `${element}_Material0`)

                    resources.load(`${Section}/${element}/${ElementHeader}`, Mesh, (err, meshinst) => {
                        let NewDisplayBtn = instantiate(PrefabIcon)

                        console.log(meshinst)

                        NewBtn.parent = this.node
                        NewDisplayBtn['parent'] = NewBtn
                        NewDisplayBtn.getChildByName('Mesh').getComponent(MeshRenderer).mesh = meshinst

                        this.Debounce = false;
                    })
                });
            })

Why is the mesh not viewable in the preview? Is there a better way to go about this?

最近中国在放春节(中国最隆重的节日),所以再拼命的人都不会工作,估计得到1月30日才有官方人来 :joy:

Hi, can you confirm that the layer of the prefab node (prefab) that you added dynamically (resources.load) is the correct one, and that it is not in the visibility of the camera, resulting in the rejection of the camera?