In your Actor BP for your cannon (we’ll call it BP_Cannon), set the skeletal mesh to use your BP_AnimCannon
Here’s how mine looks:

Then in the BP_AnimCannon do this:
-
TryGetPawnOwner→ Cast toBP_Cannon
In your Actor BP for your cannon (we’ll call it BP_Cannon), set the skeletal mesh to use your BP_AnimCannon
Here’s how mine looks:

Then in the BP_AnimCannon do this:
TryGetPawnOwner → Cast to BP_Cannon