Hey there
I ran into the problem of having characters with different skeletons, but all of them will be using the same animation blueprint logic.
While searching for a solution to this Problem/situation, i found some forum threads where people also were looking for a workaround or solution for this.
I know, you can rightclick and retarget, but if i then do a change, i still have to repeat this change on every ABP with the same logic.
I also know there is a way to create your own class version of the animation blueprint instance, but i think this should be a basic functionality/asset/data-type to choose, just like animation instance layer for example (“MultiSkeletal Anim Blueprint”) .
So can this be done?
I’m sure this would help a lot of game developers to save time. Or is there maybe a reason why this cant be done, like the whole source code had to be rewritten to achieve this?
Thank you very much
Inmeining