you should then be able to create a variable in your anim blueprint which is of type BP_Class_Raynor. In you anim bp event init animation, try to get this ref by using TryGetPawnOwner to see if you can cast to your class bp.
you should then be able to create a variable in your anim blueprint which is of type BP_Class_Raynor. In you anim bp event init animation, try to get this ref by using TryGetPawnOwner to see if you can cast to your class bp.