How can i assign animation blueprint at runtime ?

i’m spawning enemies at runtime and i possesed them with their control via a blueprint node, but i can’t seem to find any node that set the animation blueprint to the skeletal mesh. ( not the class it uses if they are already there when the player starts ).


You’re looking for USkeletalMeshComponent::SetAnimInstanceClass(class UClass* NewClass). It will create and assign an instance of the animation blueprint class you pass to it.