the comment says:
/**
* This is shared, cached information about the thing using us
* E.g, Actor*, MovementComponent*, AnimInstance, etc.
* This is hopefully allocated once per actor and shared by many abilities.
* The actual struct may be overridden per game to include game specific data.
* (E.g, child classes may want to cast to FMyGameAbilityActorInfo)
*/
mutable const FGameplayAbilityActorInfo* CurrentActorInfo;
So how can you do this? or would it be better to just cast in blueprints?