I want to use an animated skeletal mesh as a HUD component but I’m having a problem casting to the mesh’s animation blueprint to toggle the animations on and off. I’m not sure I’m properly getting the instance of the animation or something. The only examples I’ve been able to find so far involve getting the player pawn which doesn’t seem right for me as the mesh I’m animating is actually a component of a child actor in the player blueprint.
Please shout if I’m not making sense - I’m starting to confuse even myself!
Thanks for reading,