Any ideas as to why pure casting gives me false conditions in the Anim Blueprint?

I use a pure cast to my skeletal mesh from event anim blueprint update animation to get the value of a variable and set it in the anim class.

However it never sets it, it defaults to false, even If I click it in the preview editor, it immediately sets itself to false. When my cast is impure all works as expected.

I ask about this, just to check if there’s some things to note in the anim blueprint regarding how our code should work. Thanks.