Had Any Way to Change Character`s Equipment?

If a character needs to change his equipment. The current approach must ensure that equipment and characters use the same skeleton. But I can’t predict what character’s gear will look like. For example, armor A has a cape, cloth armor B has a skirt, and leather C has feather ornaments on the wrist. Chain D may have chains that swing with the wind. If we ignore these movable accessories, it will reduce the animation expressive power of clothing. If we make bones for them, I can’t make bones with both cape and skirt, iron chain or feather at the beginning. Even if I make it, when I add new clothes later, I will ask the skeleton to add some other bones and delete some existing bones.

An alternative solution is to use the basic skeleton for the character, then create a new skeleton for the garment, and make a child animation blueprint that inherits the character animation blueprint, and specify the skeleton of the child animation blueprint as the garment skeleton, and then use the garment animation to cover the animation of the character animation blueprint.

This is the way I took. However, when debugging, I found that when the character was equipped with clothing, the animation timer of the clothing started from the beginning, but the animation of the character had been playing for a period of time, and then because it was in different positions of the cycle, the clothing and the character were inserted back and forth.

Had Any Way to Make It?