Blueprint actor - set animation?

Hey all,

So I’ve set up a Blueprint Actor that uses a skeletal mesh prop - an escape pod to be exact.
I’ve set up an animation blueprint for the skeletal mesh and imported several animations such as door opening, closing etc.
What I’m trying to do is make it so that when the player “uses” a triggerable area on the blueprint (I added a collision component to the door) it will toggle between the door opening animation and the door closing animation.

What I’ve got so far is I opened the event graph of the player pawn and added a bool called IsPlayerUsing?
Then inside the event graph of my animation blueprint for the escape pod I’ve accessed the IsPlayerUsing? bool but I don’t know how to send it over to the state machine so I can access it there and cause the animation to change if the player is using. I also don’t know how to get the IsPlayerUsing to actually do anything as I’m really new to blueprints.

Any help in figuring this out would be greatly appreciated as all of the tutorials I can find for skeletal mesh actors refer to characters.

Anyone? There was a forum post about this but sadly the person asking about it just said “I figured it out” and didn’t explain what they did.

Instead of using ‘try get pawn owner’, use ‘get owning actor’, and use that to directly cast to a blueprint of your escape pod that has the skeletal mesh of the pod, and uses the animation preset you’ve made. Put the DoorOpen variable into the pod blueprint. When the character uses the pod, flip the var to true, when he uses it again/exits the pod, set the variable to closed.

Oh wow. I posted this so long ago I had given up on it. Thanks for the reply though because I’m going to need to get this to work soon! I’ll let you know if it works.