Sure, except you may end up loosing fast path doing this.
… not really, you probably just don’t know what fast path is or why it matters.
Well, you can’t blend from A to B when you do that - yet.
I suppose you could try with a pose snapshot, to mitigate it somewhat - but realistically the swap has to take place in a frame or less for you not to notice a hitch.
I don’t think that’s applicable - currently at least.
Without coding C++ which may perform faster than BP on it - and even then… it’s a worthy try if you have a few hours to waste.
I think you have the correct idea the way you are handling it.
Just make sure that you don’t do math or other operations that prevent optimization.
It may be better if you split the crouch/stand behavior into different trees that are completely isolated - so as not to have the boolean check at all…
Oh, and the 10000 or even billions of animations was referring to the weight of the animations in terms of actual files - not how many are concurrently in use.
Regardless, even with 1 per bone you’d have a hard time getting the engine to lag because of animations…