[Feature Request] Mark UAnimationAsset as BlueprintType

Correct me if I’m wrong, but it’s currently imposible to have a variable be used for both a blendspace and a regular animation sequence in blueprints. This would really help, an example usage would be storing a particular animation that is playing to repeat later. The only solution would be to use a variable of type ‘Object’ but I’d really prefer not to use this.

Making the UAnimationAsset class a BlueprintType would solve this! Yay!

On that subject, passing information to an animation using animation blueprints, such as the frame to start from, is pretty hard and could use some extra functionality.

Thanks in advance! :slight_smile: