Can a UAnimationAsset be a Component?

In my Pawn I have an USkeletalMeshComponent that’s make available to the editor

// Pawn.h
UPROPERTY(EditAnywhere, Category=“NodeObject”)
TSubobjectPtr animatedObject;

// Pawn.cpp
animatedObject = PCIP.CreateDefaultSubobject(this, TEXT(“SkeletalMesh”));
animatedObject->AttachTo(RootComponent);

I would like to be able have properties for various animation sequences that i can apply to the mesh available to set form within the editor as well, but I’m not sure on the best way to do this

I’ve tried creating a UPROPERTY for this in the header file but all I get is crashes when trying to launch, i’d rather not have to use FFindObject to load the animations if possible

any advice would be greatly appreciated!

Ok I think I figured out what I should be doing, rather then making the animation sequence a component/property I can set up animation blueprint and assign it to the skeletal mesh though the editor then grab the UAnimInstance though the GetAnimInstance() method on the skeletal mesh and work from there!

UAnimInstance *animationBlueprint = animatedObject->GetAnimInstance();