# Ensure condition failed: NULL != NewGeneratedClass when trying to use an Anim Blueprint Asset ID to set a mesh's Anim Instance Class

**URL:** <https://forums.unrealengine.com/t/ensure-condition-failed-null-newgeneratedclass-when-trying-to-use-an-anim-blueprint-asset-id-to-set-a-meshs-anim-instance-class/340837>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [December 8, 2015, 10:48am UTC](https://forums.unrealengine.com/t/ensure-condition-failed-null-newgeneratedclass-when-trying-to-use-an-anim-blueprint-asset-id-to-set-a-meshs-anim-instance-class/340837 "2015-12-08T10:48:23Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [January 21, 2016, 1:35pm UTC](https://forums.unrealengine.com/t/ensure-condition-failed-null-newgeneratedclass-when-trying-to-use-an-anim-blueprint-asset-id-to-set-a-meshs-anim-instance-class/340837/9 "2016-01-21T13:35:05Z")

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I believe your last comment is correct. While TAssetPtr’s are pointers, I’m not even sure that they can be set to null in the same way. I haven’t used them in a while so I’m a bit rusty but I do remember this wiki page being very helpful in learning how to use them.

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