For the moment I’m making a cpp animInstance class and all the animation blueprints inherits from it.
However, I still need to make the blend node with all the animations even though they are all using the same enum for blending the animations.
And some of the animation sequences have playrate modifications.
The goal is to make an array of animation sequences that will fit in a single premade animation blueprint.
The problem is that I can’t make an animation blueprint just like I’m making it in cpp.
I have to connect it to a skeletalmesh, and I have different skeletal meshes.
Any good solution for this one?