My game has multiple humanoid characters.
Their animation logic is the same, so they inherit from a single parent Animation Blueprint.
They are all humanoid characters, but their skeletons are slightly different, so I was able to share the same parent Animation Blueprint with multiple children through retargeting.
However, I ran into a problem when I tried to drive the secondary animations through Anim Dynamics nodes.
This is because each character has different bones to apply Anim Dynamics to (some have capes, some have shawls, some have backpacks, etc.).
I initially thought that I would be able to expand the Animation Graph in each Child Animation Blueprint to write each Anim Dynamics node, but I realized that this was not possible (the Child Animation Blueprints don’t have Animation Graphs at all).
I’m sure there must be a production requirement for this, but I’m not sure what features I can utilize to accomplish this. I’d appreciate any help.