Creating an animation mod for a game without touching base game assets

Hello everybody.This is my first time messing with UE5 and modding in general. Im for days now struggling to understand and try to create a mod for the game Stalker 2. I tried reading sites, asking dumb chatbots, looking at game assets. Im at a deadend right now.

So far I have managed to create a modworld_subsystem that spawns a BP actor that casts on the main character BP and plays sliding animation when pressing crouch. So far this works pretty well. Thing is I want the camera and weapons to also work, looking around, ads and shooting. Which is where Im stuck.

My biggest issue is that because there are way too many mods and even more mods are being made, I do not want to touch main game assets like BP_Stalker2Character, AnimBP_Player etc. as I think this would cause many issues.

Is there a way to have the animation work without touching such files? Like having something like an additional Animation BP that would inject that animation in the main one or something.

Thanks in advance

Depending on how the game is setup, you could probably make a child of the main anim BP and just override animations inside it, then assign that to your modded char. The override options might mosly be blendspaces used in state machines, so you might have to dupe one or more of those to inject custom crouch/walk anim or whatevs, and plug that into your child abp. Could get dicey if the main abp is based on a c++ anim instance class which you probably don’t have source for, so asset might not cook.