I have scene, with some animations (fbx-imported and usd imported).
I want to change them during runtime (playing ).
i.e. in my project i have an event “load fbx animation from file C:\anim01.fbx”, which import and apply animation from anim01.fbx to my character in running scene.
P.S. Maybe it can be realized via “reimport fbx animation”.
unreal import animation as ,fbx and changes it to its own format to process, and can reconvert to .fbx if you want to export back.
if you want to reach your goal, you just import all animations in the game and later you can use them from the game directory, from any object you can drag a node select animation to play and select the animation related / rigged on that object to play anywhere you want.
The point is that - i don’t have “all animations”, because animations will be loaded at runtime by users in fbx format.
i.e. MoCap animation in fbx format (of course based on UE skeleton)