Thank you for your help. I am not used enough to the bp-conventions to say if the kit is doing it well or not. The Variable is getting set through a cast and then getting used later in the blueprint.
The blueprint has a lot of specific get’s for Bool-Variables like isUsingCoverSystem or the CurrentWeapon that is used (though i’m not sure if the animBP is the right place for that variable).
I tried your tip with replace reference. The hotkey didn’t work, but i was able to open the window in the bp-tap from windows-dropdown. Then it was a bit funky. If i make a new Variable with the new animBP and choose the original animBP for replacement, i can not choose the new animBP.
BUT if i first make the Variable of the original-animBP type i can choose that variable as a replacement, even though i have not choosen a source. If i then close the window, change the variable back to the new animBP, open the window again, the replacement is still set and i can choose the sourche animBP. To my surprise it actually did replace all references to the variable, BUT as you can see above, the variables used from the animBP dont get replaced. So basically its just a more complicated way to change the type of the variable without any gains. Or i made something completly wrong, which is also very likely XP
Sorry to explain it so confusingly, but it was a very roundabout way and i only got it to work by accident.
I also got the tip to make a child animBP and change the used skeleton. As a child all the references is the character work fine. But to then use retargeted animations i have to use the asset-overwrite-edit function and as i have found out in another thread that function is bugged since ca. 4.24 and doesn’t show child-animations for changes. And the earliest fix will be in version 5 T.T
If worst comes to worst i will do it all manually as it is a one-and-done type deal. But first wanted to see if someone already fixed this type beforehand.