My player and the AI are not the same shape at all, let’s say my player is a Human and my AI are Centaur so re-targeting is not an option.
The animation team has already exported everything for both skeletons and everything matches by name (Walk, Run, Jump, Dash…), the logic in the AnimationBlueprint should be easily shared.
The main issue comes from the Play Animation and Time remaining nodes that references the assets directly even if we check the animation sequence to be set by a pin and make specific code to match our skeletons.