As for the question in title, unles you’ve overridden the anim asset in code on bein play or something, the abp listed on the mesh componenet properties is what it’s using.
To make quinn’s abp crouch open manny’s abp ( she uses a child bp that inherits from manny) and in the evnt graph, where it checks for falling, drag off the movement component node, add an iscrouching check, and promote the result to a new variable like so:
Then in the anim graph, find the locomotion state machine and for the idle stat, blend the existing stand idle with your crouch idle by bool:
Then do basically the same for the blendspace in the walk/run state:
Since manny doesn’t have a direction var by default,if your blendspace is 2d you can set one in the event graph by getting the velocity and rotation and calculating direction from them when the bp is doing other speed stuff like so: