Animation Blueprint code with different skeletons

Can we talk about this again? It’s unbelievable to me this still isn’t a thing. I want to have a multitude of humanoid characters with wildly differing skeletons but pretty much identical animation behaviour… but it seems insane to copy/paste every bit of the anim blueprint for every new character every time I improve my animation BP.

Why isn’t it possible for an anim BP to just work with any skeleton? The engine seems very capable of this with a bit of tinkering. I ended up changing just a few lines of engine code and now I can create a generic anim BP where I just need to specify the relevant animations for every new creature. The only thing making this annoying is the fact that previewing and debugging doesn’t really work. The preview of course still shows the parent BP’s skeleton preview mesh.

I feel like this is a really important thing, or am I just really missing something here?

I hear about sub anim instances a lot when looking for answers on this topic. Can you work around this limitation with them? If so, how? They seem to have pretty much the same rigid limitation to a specific skeleton.

I really don’t like having to pick between either:

  1. retargeting every animation I do to a single skeleton (and hoping they come out looking ok - which is rather unlikely when working with non-human characters)
  2. redoing my anim BPs over and over again

There has to be a better way.

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