Setting an Animation Blueprint as a property of a Data Asset?

I have a Data Asset Class that specifies some basic parameters of a character, Like their Name, and Mesh etc. But I want to add an Animation Blueprint Class to the asset. I tried adding the following to my class but the field it creates has no assets in it.

UPROPERTY(EditAnywhere, BlueprintReadOnly)
        UAnimBlueprint* Animation_Blueprint;

Can anyone tell me what the proper reference is?

You should use a UAnimInstance* instead of that.

UAnimBlueprint* did work, I’m not sure why none of the assets appeared the first time I compiled it. But I’ll switch it to UAnimInstance*, thanks for the response.