Cant override animation layer function in child abp with parent abp implemented some anim layer interface

Such as I have a base ABP which had implemented a anim layer interface.And I Create a child abp which inherited the parent abp. I just cant override the anim layer interface in child abp. But I tried in Blueprint, such I create a blueprint interface and make a parent bp who implemented with it. And I create a child bp who inherited to it and the function can be override in child bp. I`m using the ue5 with version 5.0.3. And i tried in ue4.27, its also not successful. this is a big problem to me . Hope some answer to it.

@sunsetv8 I have the same exact problem as you. Did you ever find a solution for it?

This topic has been moved from International to Programming & Scripting.

When posting, please review the categories to ensure your topic is posted in the most relevant space.

Same problem here, is there any solution?

You can override with a seperate anim blueprint that is no child (and still inherit from the template in a third BP). Kinda feels as a workaround but works:

*) Create Animation Layer Interface and define some functions there (that you would override later).
*) Create AnimBP template and implement anim layer interface (just with basic implementation).
*) Create AnimBP for your skeleton. No child of the template! Again implement the anim layer interface with the versions that should act as override specific for this skeleton. But don’t do anything else in this BP - as the shared main logic should remain in the template.
*) Create AnimBP child based on the AnimBP template for your skeleton. You can modify EventGraph there, override normal BP interfaces and finally assign your override AnimBP that only contains the overrides for your skeleton. You have to drag from Event Begin Play (rightclick and “Add call to parent functions”) do some some “Cast to Character” to get the “Mesh” and call “Link Anim Class Layers” where you choose your override AnimBP for the skeleton.

That way you can add your main logic (for different skeletons) in one template. Create child AnimBPs for your skeletons (which would most likely what you would in the first place) and do the override implementions for your skeleton in a seperate AnimBP. Usually I would expect that there is a override button in the child Anim BP but it does not work like that in the current versions. You would probably enable “Receive Notifies”, “Propagete Notifies” and “Use Main Instance Montage” in your AnimBP_Override blueprint (otherwise you might miss some notifies (depending on the notify type).