Animation Blueprint code with different skeletons

I love you, this just saved me dozens hours of work. Thank you.

I’m still amazed this isn’t a straightforward common feature from UE, having one blueprint with all animation logic as parent and multiple children with different skeletons and respective animations should be a given.

I don’t understand why they don’t let us make animation classes without a skeleton associated to it, and even if the UI worked on newer UE versions, changing mesh in class defaults and then using that override animation window still seems rather obscure to me.