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Create UAnimInstance for different skeletons

The idea is to have an UAnimInstance, which has an event that makes a pose snapshot and jumps into another part of the animation while blending with it.
I created this behaviour in a blueprint and it works perfectly. But I want to use this for several skeletal meshes.
What I did is turned the blueprint into code using the editor feature. Now I just need a C++ code, which let’s to use this UMyAnimInstance with several different skeletal meshes.

Any ideas?