There’s a solution that’s not so obvious but I think it does what most of you are looking for:
- Create Animation Blueprint for one skeleton, create all logic etc. inside it
- Right-Click this base AnimBP in Content Browser and create child blueprint
- Open child blueprint AnimBP and go to Class Settings (the icon with the gear), change Target Skeleton there
- Go to “Asset Override Editor” tab. If it’s not open, click in the menu: Window -> Asset Override Editor
- replace all animations from old skeleton with animations from new skeleton
- 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.