Quick update:
There is a really simple solution to this, at least for most of it.
You can simply use “Set leader Pose component” and define a “master” skeletal mesh.
As long as all skeletal meshes reference the same skeleton, they will now follow that master component, including what type of animation (blueprint or anim instance).
You can then move the animation sequence in sequencer or change the playrate and all skeletal meshes will update.
Couldn´t be easier, don´t know why it was so hard finding that information…
I looked at “modular character rig” or something, thats how I found it.
