I’ve been running into some issues with inherited anim blueprints slowly needing to diverge from the parent blueprint in some parts of the animgraph, and afaik there’s not a good way to override smaller parts of the animgraph (a single state in a state machine for example). I was wondering what everybody did to deal with those kinds of situations.
Just as an example of the kind of problem. I have a huge animgraph with a relatively tiny general locomotion/movement section. In the base anim BP it’s just a pretty simple set of an animation and a blendspace, but one of my inherited blueprints, I want to be able to blend between 4 animations, but just for this section. I don’t really want to make a whole new anim BP and lose out on the 90% of the logic being the same, but I also can’t figure out how to separate things out so I can override that section of the animgraph without doing that or putting extra logic in the base anim bp, which would then affect all the inherited anim instances.
The one thing I’m trying atm is making the anim subinstance classes a pin so I can theoretically set it as a member on my anim BPs and override that way, but that feels a little bit sketchy.
Sorry if this all made no sense, it’s early -_-