Have a Question on using animation blueprint (abp) setups with imported character assets

I’ve been messing about with the 3rd person example template in unreal 5.2 , to better understand how it works.

I imported a action man Character from Unreal Market , I created a child of BP_Thirdperson blueprint (BP_Biff) and changed the blueprints Skeletal Mesh to the SK_Man_full and left the Anim class to ABP_Manny.

When Playing it was able to perform the exact same actions as the manny skeleton, e.g., idle\run and even the Control RIG IK solve was working when placing Biff onto steps.

I don’t understand how this is working as the SK_man skeleton is not the same skeleton model as SKM_Manny so how is the ABP_Manny blueprint able to drive (animate) the SK_Man character?

I confirmed this by opening the SK_Man skeleton and under the animation tab tried access MM_Idle which the APB_Manny plays and SKM_Man could not access it

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