Switching between Animation Sequences

I am trying to switch between two animation sequences, See below:

The problem is that it cannot get access to My Is Item Equipped variable. It tells me that Cast to SmashHand is None in the developer console. How can I get access to the player character or the owning actor when I’m in the Anim Graph?

Ok, I found out the issue and it is slightly misleading.

I tried to create a new Animation Sequence by copying another one, renaming it, changing the pose of the hand, and saving it. Unfortunately, this doesn’t actually work. What you need to do is the following:

Take any Animation Sequence and change the pose of it (or do whatever). Then click the following:

This will create a new animation sequence with the pose you just made. Once you do that you can go back to your animation blueprint here:

At first I thought (the original question) that the myIsItemEquippedFlag was not getting read correctly because it couldn’t get access to the character. This was incorrect, it was in fact reading from it and able to access the character. Like me, you might get an error in the console saying:

"LogScript:Warning: Accessed None trying to read property K2Node_DynamicCast_AsSmash_Character
    RightHand_AnimBP_C /Engine/Transient.DebugSkelMeshComponent_6:RightHand_AnimBP_C_1
    Function /Game/VirtualReality/Mannequin/Animations/RightHand_AnimBP.RightHand_AnimBP_C:ExecuteUbergraph_RightHand_AnimBP:0327" 

But this does not actually effect anything. It is simply a warning to follow proper blueprint standards.

Anyway, long story short, the problem is solved for me and this is how I fixed it.