Be easier to do a show and tell
This is our current alpha animBP built on a “just make it work” design but the key points is how the migration path way is designed to allow the logic to scale. Another key point is how weapons are added as a key towards a data drive design as to creating an asset package that contains the unique requirements of a possesed object.
In theory a animationBP does not even need an event graph as the animgraph can easily be configured to handle the required data directly but is really a chicken versus the egg problem.