Get Weapons from Inventory System to Anim Blueprint

Trying my luck again…
I made an inventory system, that includes a function to get the right hand weapon and left hand weapon. I use this function in my anim blueprint (event update animation) to know which weapon the player is using (one handed/ two handed/ dual wielding…) and setting variables for both hands.
Right now, I’m creating my inventory widget in the character’s begin play event, which gives me runtime errors “accessed none trying to read property R_Hand,”, probably because the anim blueprint’s update animation starts running before the character’s begin play.
What’s the best way to do this?

Create an event to run the logic. Call that event on Begin play. In the event use an is valid node on R_Hand. On fail set a timer to call the event again.

Didn’t work…