Okay let’s try it from very beginning.
- Create an Actor BP, and call it Test_BP
- Add a scene component, then a skeletal mesh component.
- Set your skeletal mesh and its anim_bp in that BP you created
- Open up your Anim_BP and use “Try get pawn owner” and “Cast to Test_BP”
- Place that actor on the level and you just created and see if the casting is still failing.
- To get the correct result, while simulating the game, get into your AnimGraph BP and from top side chose the actor from the list to debug.
- Optional - Show me all the screenshots. Including the BP you created, the animBP’s event graph etc.
See if those works.