Child Animation Blueprints: I don't get it

So according to the docs, you can create a child animation blueprint to override animations for different characters that share the same skeleton. However. If you follow the instructions here:

all that shows you how to do is create a duplicate of a character that has different anims. Specifically: you cannot change the skeletal mesh on a child anim blueprint as far as I can tell, which is a bit useless. Unless I’m misunderstanding the purpose, which I may be, but when I read

“For example, suppose you have two humanoid type characters where one is a human and another is a werewolf. Both characters can walk, run, jump, crawl, etc. however their motions may be entirely different. The logic of moving between those motions is the same, but the motions themselves are different. It’s perfectly fine to create two different Animation Blueprints, but to save some time; you can create a Child Animation Blueprint and selectively choose which animations to override.”

from Animation Blueprints in Unreal Engine | Unreal Engine 5.1 Documentation then I am super-confused because it sounds like you ought to be able to change the mesh?

I’ve been searching for this for a long time. I was find the answer in that blog: http://smilemugi.net/wordpress/archives/354