What about the other way around (i.e. retrieve the considered curl values directly in your Anim BP Event Graph, casting ‘Get Owning component’—>‘Get Owner’ to your CaptainPawn BP). I have the same kind of hand skeletal mesh, and that’s how I retrieve my finger curls. More generally, I would suggest it’s more reasonable to update the values which are meant to be used in an Anim BP, directly into the ‘Event Blueprint Update Animation’ event of the Anim BP, and not from the tick() loop of the corresponding BP. It’s kind of an ‘on demand’ versus ‘proactive’ tradeoff.