For anyone reading this in 2021 here is the complete answer. You have two options for setting up PostProcessingAnimationBlueprints. Suppose you have two AnimBPs “ThirdPerson_AnimBP” and “ThirdPerson_PostProcessAnimBP”.
Option1:
- In the MeshAsset under “Asset Details->SkeletalMesh” there is a “Post Process Anim Blueprint” dropdown. Set your “ThirdPerson_PostProcessAnimBP” here.
- In your “ThirdPerson_PostProcessAnimBP” use an “InputPose” node as your first node!
- In your SkeletalMeshComponent use the “ThirdPerson_AnimBP” as your AnimationBlueprint.
Option2:
- In your “ThirdPerson_PostProcessAnimBP” use a “LinkedAnimGraph” as your first node and set that nodes “Instance Class” to “ThirdPerson_AnimBP”.
- In the SkeletalMeshComponent use the ThirdPerson_PostProcessAnimBP" as your AnimationBlueprint.
Option2 basically just uses your PostProcessing AnimBP to evaluate you original AnimBP. Option1 will make it so that all AnimBP that use that Mesh will also automatically execute the PostProcessing AnimBP