I just wanted to add this for Posterity. The “TryGetPawnOwner” node only works if your skeletal mesh is implemented inside a Blueprint Pawn. This is fine if you’re using a blueprint pawn for your character, however, it will fail any time your actor is NOT a pawn. So, if you place a skeletal mesh in a scene directly and set it to use the AnimBP,(IE it’s not a Character Pawn blueprint with a skeletal mesh inside) then this will always fail.
So this alternative to using the “TryGetPawnOwner” node is to use the “GetOwningActor” instead. This node will ALWAYS succeed because it’s just getting whatever actor the skeletal mesh is implemented inside, and since any object you place in the world in Unreal Engine is derived from the Actor base class, then it will always work.

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