1 First off make a separate folder for each dinosaur.
1.2 Second you need to add the skeletal mesh, and skeleton of the dinosaur one by one using copy.
1.3 Next you need to rename them to make sure they are not named the same as anything else. Then you want to right-click the skeletal mesh and assign a skeleton to it.
The skeleton you assign to it should be the one you just renamed and added to the folder for the new dinosaur.
1.4 After you assign the skeleton to the skeletal mesh you need to edit it and save both the skeleton and skeletal mesh.
1.5 Next you need to locate the newly copied skeleton and create a rig from it. After you create the rig from the newly copied dinosaur’s skeleton you then want to open the original skeleton and click the retarget manager. After it opens you want to select the rig you just created and hit save pose. When that is done you want to save the skeleton and skeletal mesh of the original. Now you want to go back to your skeleton copy and open it. When you open it you want to find retarget manager and click it. After clicking it you need to go down and select the rig you just created. Finally, you want to make sure all the bones match up and hit save pose at the bottom right. When that is done you need to save both the skeleton and the skeletal mesh for your copy.
1.6 Then after doing that, you need to locate the original animation blueprint for the dinosaur you are copying, and you want to right-click the file and retarget it. When the retarget menu pops up you will no longer need to deselect any checkboxes to the bottom left and now your copied skeleton should show up as a compatible retarget. Make sure the preview images match up and hit ok or done.
1.7 Now that you have retargeted the animation blueprint you will then need to go into the animation folder of the original dinosaur. Here you will select all the files and retarget them the exact same way as the animation blueprint.
1.8 After you retarget the animation blueprint and the animations you will then need to save all. Next you will need to open the copy of the animation blueprint. The copies of the animation blueprint and the animations will be in the same folder as the copied and renamed skeleton that you used or selected. (Please Note: When you open the copy of the animation blueprint after the steps above, the preview will be disfigured, the following steps below will resolve this.)
1.9 By opening the animation blueprint copy you will no longer need to reparent it at all.
2.0 As soon as it loads you will then switch over to to Asset Override Editor, if you do not have this up already, you can access it by clicking “Window” up at the top left and then selecting “Asset Override Editor” from a drop down menu.
2.1 Here you will replace all the old assets with the new ones you copied.
2.2 Then you want to switch tabs to the Anim Blueprint Editor which will generally be on the edit preview section. After switching to the edit preview section you can go ahead and compile and save.
2.3 After doing this step the disfigured preview should now be fixed. (Please Note: The preview may still look slightly off, as in floating above the ground or appearing further away than the original animation blueprint for the dinosaur, but if you just close out of it and open it again this should be resolved. All the animations will work with 0 glitches or bugs.)
This is the third iteration of this after trial and error and I am not sure if this method is considered editing core files, but it seems to be the only legitimate way to make the animations and anim_bp work without doing weird or abnormal steps that have glitches or odd side effects.