I am on a project where I will need to have different characters with different skeletons, BUT, I will need their Animation Blueprint to all be the child of the same parent (to ensure the “cast to” nodes will work).
I see there is a retarget manager, but I’m not sure if it’s doing exactly what I need.
I need to change the skeleton in a child Animation Blueprint, and I’ll reimport the new animations for that new skeleton, but I can’t find anything in the engine to do this.
Is there something I’m missing ?
To share a skeleton the skeleton has to be the same asset.
What you can do, is make a skeleton that contains all the bones you need.
Unused bones in the skeleton do not adversely affect performance. And when a mesh that’s painted to a specific bone is active the bone is used.
If you have different heights of characters, you are way better off retargeting and having separate animation sets for a myriad of reasons.
The weight of animation assets is nearly insignificant (its basically compressed text. Can be very very small).
And having dedicated animation BPs is a way better choice, since different heights have to handle things differently (IK for one).
Save yourself the pain of trying to juggle all that, and then having to scrap the merged system anyway.