You can easily get the animation of a skeletal mesh like this:
Animation = Cast<UAnimInstance>(Mesh->GetAnimInstance());
which gives you access to the animation graph variables and such.
But how can you get access to UAnimationAsset? (the actual animations that play in the graph)
I’m trying to get the metadata of the animations using this UAnimationAsset->GetMetaData();
but I can’t figure out how to access the currently playing animation.