How do I set C++ animation blueprint without getting a fatal error?

Hi, I ran into same problem and got confused, then I looked in the engine examples - templates!
The trick is to use FClassFinder instead of FObjectFinder , and you add your animation instance class name instead of UAnimBlueprint.

const ConstructorHelpers::FClassFinder<UJumpyFrogsAnimInstance> FrogAnimBP(TEXT("/Game/Characters/FrogChar/Blueprints/Frog_AnimationBP"));
	if (FrogAnimBP.Class != NULL)
	{
		GetMesh()->SetAnimInstanceClass(FrogAnimBP.Class);
	}
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