UFSM: Finite State Machine

Hi,I try to using the Blueprint Autoflow in C++,but its doesn’t work,in UE5 demo project,its create a child ActorComponent of UStateMachineComponent,it is AutoFlow_API,but in this Component’s head file doesnt have pointer Character,it only use Cast to Owner in FromIdleToRun(),I want to use a pointer to store Character instead of use Cast everytime.or I don’t need AutoFlow_API?I can only use Autoflow in Character C++ Class?if I declare a Character class pointer is will cause circular dependency.sorry for my poor English.