Animation Blueprint code with different skeletons

Another messy workaround… When you want to swap out Override Assets in a Child Anim BP:

  • In the Parent Class, temporarily change your skeleton to the skeleton of the Child Class (Class Settings Button → Details Tab)
  • Compile. It doesn’t seem to matter if there are compile errors.
  • In Child Class, swap out appropriate anims and blendspaces
  • In the parent class, change skeleton back