How do I handle using a different mesh that has a different skeleton in an animbp?

Unfortunately I had to bite the bullet and just redo the animBP from the shootergame basic guy. Didn’t turn out to be too bad, but still a pit of a pain. It was mainly updating the various variables that was the issue. It copied the state machine just fine, so I plugged the various animations into the various states and conditions and it kind of worked. One thing that got me was that the animation set I was using used a slightly different setup for aim offset, so I had to mess with that a bit.

Man it’d be great if it would have just worked though :slight_smile: