How to play animations in a child AnimBP?

I created a child AnimBP from a parent with an empty AnimGraph in order to share only the event graph of the AnimBP.However, the animation I wrote in the child AnimBP does not play at all.

It seems that the empty parent AnimGraph is being prioritized, and I’m looking for a way to stop this.The skeletons that I want to share events with have completely different structures, so I don’t intend to manipulate or play anything on the parent side.In other words, the parent should be a pure function and variable holder, and all animations should be written directly in the child.

I’ve been working on this problem for hours, but I can’t find a solution.I tried giving the child an AnimLayerInterface and having the parent play it, but the engine crashed.

Does anyone know how to do it?

See below:

In my case, that tab remains empty.My goal is not just to replace the animations, but to replace the entire AnimGraph.

I want to clarify what I want to do.

I want to use a Blueprint variable, but to do so, I need to cast and assign the value to the variable every time.Doing this for every dozens of AnimBPs would be extremely tedious, so I’d like to inherit and reuse the code executed by the parent.

However, I have no intention of inheriting anything else.This is because which BP variable is referenced and which animation is played differs for each mesh.

In other words, I want to do the same thing as with regular Blueprint inheritance.

As I understand it, a child ABP cannot have its own ‘AnimGraph’; it must inherit from its parent. So, the structural logic of the ‘AnimGraph’ will be the same, but the sequences can be changed per child (using the overrides mentioned earlier). Only an ABP derived from ‘Anim Instance’ will have its own ‘AnimGraph’.

Your only alternatives are a ‘Linked Anim Graph’ or ‘Anim Layer Interface’; either way I suspect you would need retargeting as well for different skeletons.

Additionally, it may be possible to create your own parent class with C++. This link discusses the issue, and provides a link to some code for creating a custom ‘Anim Instance’ ABP:

Here are some other resources:

How can animation blueprints be shared among different skeletons? - Development / Character & Animation - Epic Developer Community Forums

How to Animate Your Character - Linked Animation Graph (UE5)

I had a bad feeling about this, and it turns out I was right. AnimBP is completely inflexible.

Using property access to access Blueprint variables without inheritance is currently the best method, but ultimately it doesn’t reduce the amount of work because it doesn’t allow for commonality.

I also tried the Anim Layer Interface, but it seems that the editor crashes when I try to connect a Linked Anim Graph from a child to a parent.

I’ll skip C++ because it would take too much time to learn.

But anyway, thank you for answering.

You’re welcome.