#Initialize(const FAnimationInitializeContext & Context)
UWorld * TheWorld = Context.AnimInstance->GetWorld();
I found a way to access the world context just fine in my Turn in Place Animation node, I have not fully updated it to UE4 though, but this is what worked in the Beta!
#Entire Source Code
Full code here:
#Excerpt
void FAnimNode_VictoryTurnInPlace::Initialize(const FAnimationInitializeContext & Context)
{
//Init the Inputs
BasePose.Initialize(Context);
TurnPose.Initialize(Context);
//Get the Actor Owner
OwningActor = Context.AnimInstance-> GetSkelMeshComponent()->GetOwner();
//Editor or Game?
UWorld * TheWorld = Context.AnimInstance->GetWorld();
if (!TheWorld) return;
//~~~~~~~~~~~~~~~~
WorldIsGame = (TheWorld->WorldType == EWorldType::Game);
}