Saving a mesh with AssetDatabase.CreateAsset causes all Mesh Filters to lose reference

Running this code twice causes all mesh filter’s that referenced the file that was saved over to lose reference.
Is there a better way of doing this so that mesh filter’s dont lose their reference?
Thank you

8783233--1192789--upload_2023-2-5_9-35-15.png

        [MenuItem("Create/Damage Number Mesh")]
        public static void SaveMesh()
        {
         ...
            // Create mesh
            Mesh mesh = new Mesh();
            ...
            // Save mesh to project folder
            AssetDatabase.CreateAsset(mesh, "Assets/Game/MyMesh.asset");
            AssetDatabase.SaveAssets();
        }

That’s expected. You are creating a new asset every time. Instead, once the mesh exists as an asset file, you would LoadAsset that mesh and modify it, then save it.

ah that makes sense, thank you!

THIS DOES NOT WORK … if you load the created mesh asset and make changes to it and then save it NOTHING IS SAVED … the mesh remains empty of all data except the vertex position data …
The saved asset seems to always ignore any changes made to it … WHY???

CODE???