Why can't I get PlayAnimationController to work?

I’m just trying to figure out how to control animations in verse. From what I’ve found in the docs and watching the * Creating In Fortnite - NPC Spawner & Village* live stream this seems like it should work, but all my NPC does once spawned is stand in the default pose.

  • I have my npc_behavior script selected in both the NPC Spawner and my NPC Character Definition.
  • My animations do show up in Assets.digest.verse

Here’s my on begin function of my NPC behavior script:

OnBegin<override>()<suspends>:void=
        if:
            Agent := GetAgent[]
            FortCharacter := Agent.GetFortCharacter[]
            PlayAnimController := FortCharacter.GetPlayAnimationController[]
        then:
            loop:
                Sleep(SleepDuration)
                Print("jog mani JOG!")
                PlayAnimController.Play(Mannequin.Animations.M_Jog_NoWep_N, ?PlayRate := PlayRate, ?BlendInTime := BlendInTime, ?BlendOutTime := BlendInTime, ?StartPositionSeconds := StartPositionSeconds)

        else:
            Print("No Anim Controller found")

This is how the animation paths show in Assets.digest.verse:

Mannequin<public> := module:
    Animations<public> := module:
        FN_Mannequin_TPose<scoped {Animations_Experimentations}>:animation_sequence = external {}

        FN_Mannequin_Wave_OneWay<scoped {Animations_Experimentations}>:animation_sequence = external {}

        Idle_Noise<scoped {Animations_Experimentations}>:animation_sequence = external {}

        JumpApex_NoWep__Loop_CMM_Additive<scoped {Animations_Experimentations}>:animation_sequence = external {}

        JumpFall_NoWep_CMM_Additive<scoped {Animations_Experimentations}>:animation_sequence = external {}

        JumpLand_NoWep_CMM_Additive<scoped {Animations_Experimentations}>:animation_sequence = external {}

        JumpUp_NoWep_CMM_Additive<scoped {Animations_Experimentations}>:animation_sequence = external {}

        M_Jog_NoWep_N<scoped {Animations_Experimentations}>:animation_sequence = external {}

        Walk_N_NoWeapon<scoped {Animations_Experimentations}>:animation_sequence = external {}

I’ve been trying to figure this out off and on over the last week and haven’t found any one who’s done this outside the UEFN docs and the live stream last week.

work only for NPC (guard for example)