I know typically directly accessing members is supposed to be frowned on, in place of getters and setters… but for the life of me I couldn’t manage to get it to work without directly setting them:
Headslot->AnimClass = GetAttachmentRootActor()->FindComponentByClass<USkeletalMeshComponent>()->AnimClass;
While trying to use the various getters and setters involving anim blueprints, none would like up. Either crashes during runtime or funky “uaniminstance undefined” type errors.
Is there a more orthodox manner?