Setting a reference variable to the AnimBP in the actor construction script creates a new AnimBP instance

… fixed my issue with this solution … I got mesh from my spawned character and from that mesh, I got Anim Instance and that. was a succeed on Target … Please if you have any suggestions, leave comments… : ) ,

BP_Parser

ThirdPerson_AnimBP

So in result, I can smoothly change between idle and run/walk depends on Speed value which I pass to state machine in ThirdPerson_AnimBP