Try Get Pawn Owner always returns none

Im working on my character animation, and the “Try Get Pawn Owner” node always returns nothing, so i can’t cast to character class or do something similar.

I tried “GetPlayerCharacter 0” and everything worked fine, but of course then i can’t have multiple characters using the same blueprint.

The Parent Class of my Animation Bluepring is set to “Anim Instance”. The skeleton and animation blueprint is set and it’s working.

When creating the character, the character skeletal mesh is an “empty”, i spawn an skeletal mesh actor and assign it to the character. May this be the Problem here? maybe the Pawn Owner of the animation is still this empty, so it has no valid skeleton?

okay… if i set the character skeletal mesh, it works… so i have to remake my whole character-creation function, and inset of spawning an actor and attaching it to the character, i will use “Set Skeletal Mesh”, what i should have used before… im pretty new to unreal, so i didn’t know much about the framework when is set this up… lol…sry

Did you ever get to the bottom of this?

I’m having a similar issue but it is being compounded by the fact that the actor that the Animation Blueprint applies to is NOT a character(it’s a Vehicle) so I’m wondering if EPICs defined workflow will even function properly for my project.

Ensure you have the right debug object selected on top.