UE 5.7 State Tree - Base class cast required?

Making a generalized task that uses the SendGameplayEventToActor node. To keep it abstract, all I need to pass is any actor. Simple enough, however, if I want to pass in a instances of a subclass while I make the State Tree Reference things don’t land as expected and I get an invalid object.

The subclass is follows a common pattern:

C++ AActor subclass -> blueprint abstract -> blueprint concrete

If, however, I do a “meaningless” cast to the Actor class from my subclass, things execute as expected:

I’m curious is this is just a quirk of the engine code or if it’s expected behavior. No real pressure as this workaround is fine; Doesn’t have a realtime constraint. If I find time I may trace at the C++ level to find out why but hoping someone has already done that :wink:

Cheers