Ive been trying to use GetSocketLocation in the animation event graph in order to make dynamic animations. I made a variable for MyCharacter → GetSkeletalMesh → GetSocketLocation, but then when I try to run it I get an error that says it accessed none from MyCharacter. I don’t really understand what problem it is having.
In update animation event you would usually have a TryGetPawnOwner fed into a cast to MyCharacter or whatever your character blueprint is called. From there you want to getMesh then GetSocketLocation and specify a socket name. If you try and get MyCharacter from some other place it may not be connected immediately on play so a reference is never made. UpdateAnimation is called per frame.