Animation Blueprint code with different skeletons

There’s a solution that’s not so obvious but I think it does what most of you are looking for:

  1. Create Animation Blueprint for one skeleton, create all logic etc. inside it
  2. Right-Click this base AnimBP in Content Browser and create child blueprint
  3. Open child blueprint AnimBP and go to Class Settings (the icon with the gear), change Target Skeleton there
  4. Go to “Asset Override Editor” tab. If it’s not open, click in the menu: Window -> Asset Override Editor
  5. replace all animations from old skeleton with animations from new skeleton
  6. If it’s not working as expected, try to compile/save/close/open the AnimBP

Hope that’s useful for you! Let me know if it works for you.

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