How to use UAnimSequence* in Animation Blueprint

I have a parent character class which will have multiple child classes.

In this character, I have UAnimSequence pointers exposed to blueprints. This way,
all child classes will be able to choose their own animations.

The extract from the code is shown below:

UCLASS()
class MYPROJECT_API AHero : public ACharacter
{
	GENERATED_BODY()
public:
	UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = Animation)
	UAnimSequence* IdleAnim;

I created an Animation Blueprint. Inside it, I want animation sequence pointed by the IdleAnim to be linked to Output Pose in Anim Graph. But they cannot be linked, following message appears: “anim sequence object reference is not compatible with pose link”

Below are the screenshots demonstrating what I want to achieve.


What should I do to link them?

Otherwise I need to create animation blueprint for each of child characters and explicitly show which animation to use for each of them and repeat all the state machines and etc. every time.

If there is a recommended alternative approach I would be glad to hear from you.

I want to have the same logic whether the character is possessed or is an enemy.

I’m also looking forward to see this solution. I see someone use Play Animation Sequence node in Animation BP, and it works . But I cannot find this node in my project, I don’t know how can I get this node

use SequencePlayer. You don’t need to use Hero(Player).