How can I take a Float Variable from a PlayerCharacter Blueprint and call it in an Animation Blueprint?

I have a player chracter blueprint that has all the settings for the player. It has changeable stat bonuses that i want to use to change animations. In this case running to sprinting. So i have the standard blendspace for idle–>run. Then in the player blueprint I have, At button press, increase max speed. The amount that the button press changes the MaxSpeedSprint (floatvariable) is dependent on an AgilityBonus variable. Theres also a MaxWalkSpeed float variable.

What I want is for my animation blueprint to compare the characters current speed (easy and done), to the MaxWalkSpeed float variable. Using something like Speed>MaxWalkSpeed=true in order to enter the next transition.

Basically the MaxWalkSpeed and MaxSprintSpeed will change throughout the game and the animation transition should follow suit.
I assume it has something to do with casting but i cant seem to get it to work.

Hi man ,
You have to get the reference to your characterPlayer. and from that get his variable.
You can set a variable “actor tipe” to store manually in the editor (from a scroll down) the instance of you char.
Otherwise you can use the node “get all actor of class” to search in Runtime, for all the Char-instance.
Then pin out the “Get 0” , from the array. and now you can set and get all his variable.

Thank you! That sounds about right. Got work today. Will have to try later on tonight. Thanks again.