Basically, what do I connect into the Object Pin?
I’ve watched about every tutorial I could find about the Cast To node, 95 % of them just show it with the game player, but that’s not my case.
In my case - as you can see in the picture - I’ve got a reference of an Animation Blueprint (leftEyeBlueprint) that I want to cast to. I thought I could just make a variable with leftEyeBlueprint type, and specify that reference in there under Default Value. But it doesn’t show up in the list. So then I thought I could just drag/drop the leftEyeBlueprint from the Outliner onto the Default Value box, but it doesn’t take it. I tried it with a SkeletalMeshActor variable, same result. In another video someone showed he was just selecting the reference, and then it showed in the right click menu. But not for me…
Any ideas what I’m doing wrong? How can I connect an already existing reference of an Animation Blueprint into the object pin?