Wow, thanks very much for posting your solution DamirH, works great. I see that the issues tracker now has this problem as “Won’t Fix” so at least we have a way round the issue with your solution.
[DO NOT USE THIS ! ! ! ! ]
Here’s a picture of the solution for those who may stumble on this post in the future, just create a standard AnimBP using your pawns’ , with the following nodes in the Anim Graph (and edit the master component mesh to whatever mesh you have using your main AnimBP).: