struct FLegsData
USTRUCT(BlueprintType)
struct FLegsData : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftObjectPtr<USkeletalMesh> SkelMesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftObjectPtr<UAnimBlueprint> AnimBp;
FLegsData() {};
}
In editor I created a datatable based on that struct and filled it with ‘Skeletal Mesh’ and ‘Animation Blueprint’ assets.
The animation blueprint is just a generic animation blueprint, created in editor.