Persona Video Tutorial Series

I’d love to see how you guys would handle multiple part meshes with completely different skeletons that need to be fused together to create a resulting character. Something like a character that has an independently animated faced and hair (with entirely unrelated skeletons) that need to follow identical animations to the main body. As one cannot use child blueprints for different skeletons, I’d love to see how you guys would reduce the workload, fuse the parts together, and get them all playing nicely. Also something neat to see would be how you would do composite animation variants for different animations that don’t need a separate blueprint telling the mesh to use those composite animations - only when they are necessary (for example fusing different animations of a skeleton together, but only when certain meshes are using it).

I have a solution working on my end (which involves manually copy pasting every animation change to every blueprint), but it seems tremendously inefficient and certainly cannot be the ideal way to do this (maybe there’s something I’m missing, and blueprints can inherit animation data from each other?), so I’d like to see how more experienced hands would do it.