How to Transfer Sandbox Character's Animation Blueprint to Custom Character in Gameplay Animation Sample?

In the Gameplay Animation Sample (GASP), I noticed that adding a custom character typically involves using two meshes: the original Sandbox character mesh (which is hidden) and your custom character mesh (which is visible). However, I’d like to simplify this setup by using only one mesh—my custom character—as the main character mesh directly.

One approach I’m considering is creating a new animation blueprint that includes all the functionality from the Sandbox character’s animation blueprint, essentially copying over the logic.

I’ve already tried retargeting the animations from the Sandbox character to my custom one, but I’m running into issues. I get errors like “missing spine_04” or “spine_05”, which I believe are due to skeleton mismatches. The Sandbox character uses a UEFN skeleton, while my custom character uses the standard UE5 skeleton. As a result, my character seems messed up in-game—likely due to bone structure differences.

Has anyone successfully done this or figured out the proper way to transfer the animation blueprint and resolve skeleton compatibility issues? Any advice or workflow recommendations would be greatly appreciated!