Meshy AI and Three js on expo native app

I have a problem with loading glb object into scene. Object is showed without texture, in white color

THREE.GLTFLoader: Couldn’t load texture {“_h”: 1, “_i”: 2, “_j”: [Error: Creating blobs from ‘ArrayBuffer’ and ‘ArrayBufferView’ are not supported], “_k”: null}

This is the error from console when i add character to the scene.

import { Group, AnimationMixer, Clock } from ‘three’;
import { Asset } from ‘expo-asset’;
import { GLTFLoader } from ‘three/examples/jsm/loaders/GLTFLoader’;

class Character extends Group {
private mixer: AnimationMixer | null = null;
private clock: Clock = new Clock();
private actions: { [key: string]: THREE.AnimationAction } = {};
private currentAnimationName: string | null = null;
private activeAction: THREE.AnimationAction | null = null;

constructor() {
super();

const loader = new GLTFLoader();
const modelLocation = Asset.fromModule(require(`./models/Soldier6.glb`)).uri;

loader.load(
  modelLocation,
  (gltf) => {
    const modelWrapper = new Group(); // Wrapper to preserve root transform
    const character = gltf.scene;
    modelWrapper.add(character);

    this.mixer = new AnimationMixer(character);

    // Store all animations in a dictionary for easy access
    gltf.animations.forEach((clip) => {
      this.actions[clip.name] = this.mixer!.clipAction(clip);
    });

    // Play the first animation by default
    if (gltf.animations.length > 0) {
      this.setActiveAnimation(gltf.animations[0].name);
    }

    this.add(modelWrapper);
    this.startAnimationLoop();

    console.log("Animations " + gltf.animations.map(anim => anim.name).join(', '));
  },
  undefined,
  (error) => {
    console.error('An error occurred while loading the character model:', error);
  }
);

}

public setActiveAnimation(animationName: string) {
if (!this.mixer || !this.actions[animationName]) {
console.warn(Animation "${animationName}" not found.);
return;
}

// Avoid restarting the same animation
if (this.currentAnimationName === animationName) return;

const newAction = this.actions[animationName];

// Crossfade from the current action to the new one
if (this.activeAction) {
  this.activeAction.fadeOut(0.2);
}

newAction.reset().fadeIn(0.2).play();

this.activeAction = newAction;
this.currentAnimationName = animationName;

}

public update(delta: number) {
if (this.mixer) {
this.mixer.update(delta);
}
}
}

export default Character;

What i am missing in order to display those objects propertly