Cast variable to Animation BP

AnimationBP->MovementDirection seems to be a bp variable which is very hard to set in C++

would recommend creating your own AnimationInstance in C++ with the MovementDirection variable, then casting to it is not a problem

UCLASS()
class UMyAnimInstance : public UAnimInstance
{
  GENERATED_BODY()

public:
  UPROPERTY(EditAnywhere, BlueprintReadWrite)
  FVector MovementDirection;

};

MyAnimation = Cast<UMyAnimInstance>(AnimInstance);
 
     if(MyAnimation )
     {
          MyAnimation->MovementDirection = Axis;
         
     }