Setting anim instance variables

Hi, I created this class of AnimInstance:

#include "Animation/AnimInstance.h"
#include "UAAnimInstance.generated.h"

/**
 * 
 */
UCLASS(Transient, Blueprintable, HideCategories = AnimInstance, BlueprintType)
class ULTIMATEARENA_API UUAAnimInstance : public UAnimInstance
{
	GENERATED_UCLASS_BODY()

	/** Variables declaration */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
	float Speed;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
	float ForwardSpeed;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
	float RightSpeed;
	
};

and I want to set the Speed, ForwardSpeed and RightSpeed variables externally (from the UACharacter class).

So on the UACharacter class I included “UAAnimInstance.h”, and I added this under the Event Tick:

UUAAnimInstance* Animation = Cast<UUAAnimInstance>(Mesh->GetAnimInstance());
	if (!Animation)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "ERROR: Anim Instance not loaded.");
		return;
	}

But the problem is that if I play, I see “ERROR: Anim Instance not loaded”, so the Animation variable is not set.
How can I solve this problem?
I followed the Rama’s tutorial here: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums

Solved. The reparent anim blueprint saving didn’t work. I tried again and it worked.