As long as your cast does not fail, what you got should work so far. But then you still need to do the following:
You need to grab the Bool from your Animation Blueprints Event Graph. You can either cast to your character directly if you have a ref to it, or you should be able to use the “Try get pawn owner” node. Then just move the Value from your characters bool Var into a new Bool Var that belongs to your AnimBP and is used in the transition rules. (IsLimp)