Setting anim instance variables

Hi, I created this class of AnimInstance:


#include "Animation/AnimInstance.h"
 #include "UAAnimInstance.generated.h"
 
 /**
  * 
  */
 UCLASS(Transient, Blueprintable, HideCategories = AnimInstance, BlueprintType)
 class ULTIMATEARENA_API UUAAnimInstance : public UAnimInstance
 {
     GENERATED_UCLASS_BODY()
 
     /** Variables declaration */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
     float Speed;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
     float ForwardSpeed;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
     float RightSpeed;
     
 };

and I want to set the Speed, ForwardSpeed and RightSpeed variables externally (from the UACharacter class).

So on the UACharacter class I included “UAAnimInstance.h”, and I added this under the Event Tick:


UUAAnimInstance* Animation = Cast<UUAAnimInstance>(Mesh->GetAnimInstance());
     if (!Animation)
     {
         GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "ERROR: Anim Instance not loaded.");
         return;
     }

But the problem is that if I play, I see “ERROR: Anim Instance not loaded”, so the Animation variable is not set. How can I solve this problem? I followed the Rama’s tutorial here: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums

Solved. The reparent anim blueprint saving didn’t work. I tried again and it worked.