One animation, multiple skeleton

OK so the need I’m assuming is having the ability to add as many weapons as you wish and seems that the most common path is to try and put everything into a single BP. A way of thinking in this case is that the animations should be driven by the object possessed by the player and introduced the requirements by a supporting blueprint.

Example.

This is an example of out current weapon load out design where animation, 1st person, 3rd person, weapon comes from a supporting weapon class that contains additional requirements like sounds and secondary animation BP’s due to the custom requirements of a given object, considering map objects can also be a weapon that is possessed