Animation Blueprint State Machine Workflow

Say that we’re working on many animation state machine on the player character, and the work is distributed between different person (imagine 2-3 person working on a different combat animation depending on the weapon the character currently equip). Basically different state machines.

What we have right now is people constantly replacing other works because of the nature of the anime blueprint uasset.

Is there any way we could separate the smaller state machine into another blueprint file and include that on the main animation blueprint? (Think of sub levels and main level setup)

Any suggestions for a better workflow?

Thanks!

Yes we could, but in the end because of animation blueprint is an uasset, and us working with perforce, conflict do happens, and we want to minimize conflicts, well of course by using perforce on the same stream and if someone already checking it out others won’t have access to it, but we’re hoping if there’s a way like including a state machine that is created from another animation blueprint file