Using retargeted animations will copy animation resources and animation blueprints, which is not reliable because when I modify the source animation blueprint, the copied version will not be modified synchronously. It would be nice if the copied animation blueprint could use different skeletons and inherit the source animation blueprint, but I don’t know how to do it.
Now I’ve learned how to do these things. The reply has some questions about what I mean. I mean, animbp parent class uses skeleton A, subclass uses skeleton B, A and B may be completely different skeletons, for example, A is a human, B is a spider. They use the same logic, but the animation resources played vary with the skeleton. In subclass, I just need to replace each animation resource. Editing animation logic in the parent class will be synchronized to the subclass. Now I’ve done it.