Vehicle animation blueprint

I’ve already posted this on the forum but since nobody replies I try here…

I can’t seem to find a way to use the same animation blueprint for multiple vehicles (using c++ or by other means).
Let’s say that my game has 100 different vehicles. The animation blueprint of each vehicle is identical to each other (ref pose->wheelhandler->final animation pose) but since it’s impossible to create an animation blueprint without specifying a skeleton (or changing it later), I’m forced to create a different BP for each vehicle. I would like to assign, programmatically, the same “generic_vehicle” blueprint to every vehicle thus having only one animation blueprint. Do I really need to duplicate and re-target 100 animation blueprints or am I missing something?

Thank you!

P.S. To be honest it already bothers me to be forced to use an animation blueprint for vehicles instead of being able to initialize everything by code.

Hi Gastel,

You should create blueprint based on current blueprint (right click on element → Create blueprint based on this. Parent blueprint I use like template for cars. All child blueprint just made some configuration. In my case, I change vehicle color (by setting same skeletal mesh with different materials), some vehicle engine properties. In addition, I used same animation blueprint for vehicles.

Hope it helps!

Hi ,

thank you and sorry for the late reply. While your solution works I’m still confused…basically what’s the purpose of having an animation blueprint in the first place if anything will do? I mean: in the “anim blueprint generated class” field of the vehicle blueprint I can put an animation blueprint that refers to a different skeleton and a different mesh compared to the one used by the vehicle. I think this is very counterintuitive or maybe there’s something that I do not quite understand…