Add another animbp state, set a bool directly, or use an interface to set the bool, on the bool trigger that new state with animation of your choice. You could also hide the mesh of the character currently not possessed (if this is an option).
Add another animbp state, set a bool directly, or use an interface to set the bool, on the bool trigger that new state with animation of your choice. You could also hide the mesh of the character currently not possessed (if this is an option).