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.