Animation Blueprint Event Begin Play only fires once after Engine booted, never again

Iam working in UE 5.6 and go through the class
" Unreal Blueprints: Make Epic Games With No Coding" (GameDev.tv).

The Setup

  1. “Marine” is setup as a Character (Pawn + Controls)
  2. Custom GameMode with Default Pawn Class is set to Marine
  3. Custom Game Mode is set as Default GameMode
  4. Crated Animation Blueprint for Marine
  5. Created BlendSpace for Marine
  6. Marine Pawn uses Skeletal Mesh Asset “Marine”
  7. BlendSpace is setup in the AnimGraph and driven by CharDirection and Char Speed.

Now the problem:
The Animation Blueprint is supposed to store the reference to Owner (Pawn marine) upon firing EventPlay and then store it as a variable. Event UpdateAnimation is supposed to calculate the Direction and Speed and drive the Blendspace from there.
I added a Breakpoint to Event Blueprint begin Play in the Animation Blueprint and it only fires, after the Engine booted up. Once the engine is runnig it never fires again. I tried forcing the blueprint to recompile but even then the Event will not without restarting the whole engine.
I have read the thread about another issue with GameState and GameStateBase, but that’s not the issue here.

Iam really a bit at my wits end with this. I can also supply my whole project if necessary.

Screenshots:



EDIT: My bad, it seems to be set correctly in your screen shot
Can you make sure that in you character blueprint, the Anim Class is set to your Animation Blueprint?
(under Mesh component → Animation)

UE 5.6 Anim BP uses “Event Blueprint Initialize Animation” to get the Owner Ref


Thanks @Greg55 turns out my Code worked, Problem: the Blueprint exec Flow is kinda broken (maybe) it says, the flow won’t go beyond the valid check but it does, considerig Speed and Rotation are calculated correctly.