As you see, Engine does not mix which variable is which, regardless of having same variable. But, what if you want to reach out the variable of ThirdPersonPlayer BP in it’s Anim BP? Here is how.
First right click on Anim BP’s Event Graph and type “Try get pawn owner”. This is a speical way to reach for another Blueprint that is using this anim BP.
Second, click and drag from it’s return value and release it over the graph. From the menu type “Cast to ThirdPersonCharacter”.
Right click on the cast node, and make it impure. This is not needed, but just so you don’t need to have connections.
After that, drag the “As Third Person Character” to event graph once again, in the menu, notice that it says “Actions Taking … Reference”. Meaning that right now you are acting like you are in Third Person BP. Whatever you drag out, will belong to the Third Person BP and let’s see what happens. Now let’s get the variable “Whatever”. Note that this one belongs to Third Person BP, not the Anim BP.
Here is the result;
As you see, the engine does not care about the variable names. It all could be same because the way you get the variables in their own blueprint, and calling them in other blueprints are different, which we call as Casting.
There are other ways ofcourse, using Blueprint Interfaces for shared variables etc but that is another story.
The only reason of not using same variable names (like Engive Devs used “Is In Air” instead of “Is Falling” in Anim BP) is not to confuse yourself. =)