Is there any chance to do anim graph or linked anim interface in child anim blueprint?

Since the child abp has no anim graph and anim layer graph for me to edit but In my animation frame I really need them to do a more specific implemtaion.
So can someone help me to figure it out?

It’s just for overriding animations. But what do you want to do?, maybe there is another way, have you looked at “Lyra” example

Well, I’m now trying to use lyra’s animation system framework to restore the ALS animation system. The concept of the former is to place the animation state machine and data calculation under the thread safe of the main blueprint, and use the animation layer interface to hand over the specific animation implementation by the linked animation blueprint.
What I really want to do now is to disperse the logic of the OverlayLayer part in the ALS animation framework into different animation layer interfaces ABP, because the OverlayLayer will continue to expand in the ALS architecture, and I think using Lyra‘ way can make these Different Overlays are scattered into different blueprints, each corresponding to an Overlay.

There are two main problems I’m encountering now:

  1. When I use Lyra’s GetMainAnimBPThreadSafe function in ItemLayerBase to get a reference to the main animation blueprint so that I can use the PropertyAccess node to get the data calculated in the main blueprint (such as strideblend, speed, etc.), an error often appears showing “Access None trying to read property…” This error should be caused by the return value of the GetMainAnimBPTheadSafe function being null when the ItemLayerBase blueprint uses the Property Acess node to obtain data. How can I avoid this error?
  2. I found that using Lyra’s method to switch different ItemLayer sub-blueprints through Link Anim Class Layer node in character BP will lose the transition control between these sub-blueprints, resulting in a very stiff transition animation. Is there any way to make up for this part? Animation control? (Of course, in ALS, these Overlay switching are performed in AnimGraph, so I can finely control the transition between animations)