Storing Animation references not possible. No data types in Blueprint available for 'Animation Asset Reference' or 'Single Animation Play Data Structure'

Ok, seems I made some progress. I searched in the Engine Source Code if I could find the class I want to have visible in my blueprint data types and looked up how to add custom structs via C++.

Here is my struct code:

USTRUCT(BlueprintType)
struct FAnimationAssetReference
{
	GENERATED_USTRUCT_BODY()

		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
		UAnimationAsset* AnimationAssetReference;

};

The problem is, in the Blueprint I have two different Types: The struct AnimationAssetReference for my Array ‘AnimationReferences’ where I want to store the animations and the AnimationAssetReference Type from the ‘Anim To Play’ Output pin from SingleAnimationPlayData.

How can I make those types compatible? Is this possible in Blueprints or can I make something like a cast function in C++ for this issue? I have no idea how to tackle this.