For example: suppose you use the same skeleton, and then different character classes use their own animation blueprints, but at the same time, these different animation blueprints have the same parts - for example, using a set of float values to control the bone scale of the character - to control the figure of the character. This is very simple for any animation blueprint. However, if each animation blueprint has such a set of nodes, it is not easy to maintain - all animation blueprints must be modified when modifying. If this group of nodes can be defined as a function or macro, and then reused, it will be easier to maintain.
Another example: suppose that there are multiple sets of idle/run/jump/swim and other animations (that is, all animations of this animation blueprint are one set, and many sets are produced at the same time), which are sold to the players as commodities, so that the players who buy can replace their whole set of action styles as a whole. So they still use the same set of bones. For such a case, the better way to think about it is to replace the animation resources used in the animation blueprint as a whole - if you can change the map used parametrically like the material instance and the sub material. Animation blueprints can also create inheritance methods, but they can replace the sub animation blueprints of animation resources, so there is no need to use switching conditions such as enumeration values - because these switching conditions may be distributed in all parts of the animation blueprints, and when adding new animation groups, maintenance will be very difficult.
In fact, these are the same. That is to say, if you can synthesize several animation nodes or state units into a function and define animation resources as parameters, like actor or other blueprints, it will be much easier to reuse code or inherit classes, which should be edited and maintained. Animation blueprints should be inherited in creating new blueprints, but can the imported animation resources be parameterized? What about defining functions on animgraph?