How to link a flipbook from content folder to a flipbook component?

Hey, I’m trying to make a 2d game in UE5 and want to create a flipbook component in my pawn with a flipbook file which is saved in content folder. I tried linking it like this, following some tutorial, but I don’t think this is still working.

Kassadin.cpp (My pawn)

#include "Kassadin.h"
#include "PaperFlipbookComponent.h"
#include "PaperCharacter.h"

// Sets default values
AKassadin::AKassadin()
{
 	// Set this pawn to call Tick() every frame.
	PrimaryActorTick.bCanEverTick = true;

	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		ConstructorHelpers::FObjectFinder kassadinIdle;
		FConstructorStatics() : kassadinIdle(TEXT("C:/Programovanie/UE5/TheVoidWalker/Content/Animations/Kassadin/Idle/KassadinIdle.uasset"))
		{
		}
	};
	static FConstructorStatics ConstructorStatics;

	// Property initialization
	AnimationIdle = ConstructorStatics.kassadinIdle.Object;

	// Defining Components and their properties
	BodySprite = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("bodySprite"));
	BodySprite->SetFlipbook(AnimationIdle);
	BodySprite->SetupAttachment(RootComponent);

Kassadin.h

#pragma once

#include "PaperCharacter.h"
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "PaperFlipbookComponent.h"
#include "Kassadin.generated.h"

UCLASS()
class THEVOIDWALKER_API AKassadin : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AKassadin();

	// Declaring Components
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = paper)
	UPaperFlipbookComponent* BodySprite;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = paper)
	UPaperFlipbook* AnimationIdle;

Thank you for your help :slight_smile: