After setting AnimBlueprintClass with Blueprint the animation blueprint states to not operate

Figured it out in C++. I had to add the dynamic changing code in the Character class itself.

template <typename ObjClass>
static FORCEINLINE ObjClass* LoadObjFromPathPTR(const FName& Path)
{
	if (Path == NAME_None) return NULL;
	return Cast<ObjClass>(StaticLoadObject(ObjClass::StaticClass(), NULL, *Path.ToString()));
}



// Load Static Mesh From Path 
static FORCEINLINE USkeletalMesh* LoadSkelMeshFromPath(const FName& Path)
{
	if (Path == NAME_None) return NULL;
	return LoadObjFromPathPTR<USkeletalMesh>(Path);
}

// Load Static Mesh From Path 
static FORCEINLINE UAnimBlueprint* LoadAnimBPFromPath(const FName& Path)
{
	if (Path == NAME_None) return NULL;
	return LoadObjFromPathPTR<UAnimBlueprint>(Path);
}

void AAI_PartyMemeber::SetupDynamicSkelAndAnima(FString Skel,FString Anim)
{


	USkeletalMesh* skelObject = LoadSkelMeshFromPath(*Skel);//load the object as per tutorial below or use static load object directly, or use ObjectFinder.

	if (skelObject && Mesh)
	{
		Mesh->SetSkeletalMesh(skelObject);
	}

	
	UAnimBlueprint* AnimObject = LoadAnimBPFromPath(*Anim);//load the object as per tutorial below or use static load object directly, or use ObjectFinder.
	
	if (AnimObject && Mesh)
	{
		Mesh->SetAnimClass(AnimObject->GetAnimBlueprintGeneratedClass());
	}
}