It turns out that in the particular place I was trying to output a pin (a class based off of UAnimGraphNode_Base) I had to follow through with some override functions.
For example, I was trying to create an output pin for FPoseLink. To do so I had to add the following to my .cpp.
I then had to add the override function within my FCustomAnimNode.cpp utilizing the output function that FPoseLink uses. In this case it is a function called
Evaluate(FPoseContext& Output)
I then placed all of my code the modify the pose as I wanted to, which I won’t cover in detail here, but as long as you have called and override all the correct functions, then it should be good to go (it will output the FPoseContext& Output)