Expose blueprint variables to Animation Graph

Hello,
Learning UE5 and going through this animation tutorial and I want to see if I can recreate some of the steps entirely in code for practice, more specifically this

I added this basic UAnimInstance to update Speed/Direction/IsCrouched/IsJumping via code instead of blueprint

.h

UCLASS()
class TESTGAME_API UMainCharacterAnimInstance : public UAnimInstance
{
	GENERATED_BODY()
	
public:
	virtual void NativeThreadSafeUpdateAnimation( float DeltaSeconds ) override;

	UPROPERTY( EditAnywhere, Category = "MainCharacter" )
	float _Speed;

	UPROPERTY( EditAnywhere, Category = "MainCharacter" )
	float _Direction;
};

.cpp

#include "MainCharacterAnimInstance.h"

void UMainCharacterAnimInstance::NativeThreadSafeUpdateAnimation( float DeltaSeconds )
{
	_Speed = 50.0f;
	_Direction = 10.0f;
}

I then created an animation blueprint in the editor and changed the parent class to UMainCharacterAnimInstance. But the variables _Speed and _Direction dosn’t show up to where I can use them in the editor - what am I missing here?

Turns out I just had to enable this for inheritable values to show up