I have this simple hierarchy of blueprints… At the top, the Character actor, then below it contains 2 Child Skeletal Mesh actors, labeled A, B and C respectively. The idea is that I want to pass the B/C children actors Character Movement Component present on the parent A actor, so that the Animation Blueprint will have access to the parent’s velocity and actor transform.
However, as there is a layer of separation, I can’t simply use Get Owning Actor within the blueprint to retrieve the Character Movement as this retrieves the B/C actors. I tried setting a variable within the children to maybe store the Character Movement Component reference, but I think it becomes stale as any subsequent Is Valid call will fail.