AI attack animation from child blueprint


I’ve set up a behavior tree which basically looks for an enemy, approaches him and then via a raycast with a defined length it hits the character. I have an issue, though, which is breaking my head.

I have a base NPC blueprint. From this blueprint I basically just get all my other npcs (child blueprint).
How can I add animation to each child blueprint, which have their own skeleton/blendspace? My guess is that I need to send a function (or something, custom event) from the Behavior Tree of “attacking” to my Parent Blueprint and then somehow on my child blueprint be able to change which animation is the “attack animation” for the npc.

Any ideas how I can do this?

Pretty Thanks