BP Communication from Animation to Character?

Hey there, try using “TryGetPawnOwner” node instead of “GetPlayerCharacter”.
Also the Animation Blueprint only has 2 default events, you could try using “BlueprintInitializeAnimation” to cast to MyCharacter and save the reference to a variable ( object type of MyCharacter BP), so you then have access to the MyCharacterBlueprint content.

Here is example of the way they did it in the “Platformer” example, this way MyCharacterBlueprint is casted each update of animation, pretty much like each tick, so it would seem a better way to avoid casting so many times but looks like this works just fine anyway.