How can I change an anim blueprint to another in C++?

Hello, I set up a system so that the player’s mesh and skeleton can change, but I have different animation blueprints for each skeleton. So, I would like to change the animation blueprint when the skeleton is changed, but I don’t know how to do this. Can someone help ?

You have to use following code to change animation blueprint. This function also changes animation mode to the BlueprintAnimated

SkeletalMeshComponent->SetAnimInstanceClass(AnimBlueprint->GeneratedClass);

Full code to change both skeleton and anim BP (taken from the actor factory)

	// Term Component
	NewSMActor->GetSkeletalMeshComponent()->UnregisterComponent();

	// Change properties
	NewSMActor->GetSkeletalMeshComponent()->SkeletalMesh = SkeletalMesh;
	if (NewSMActor->GetWorld()->IsGameWorld())
	{
		NewSMActor->ReplicatedMesh = SkeletalMesh;
	}

	// Init Component
	NewSMActor->GetSkeletalMeshComponent()->RegisterComponent();
	if( AnimBlueprint )
	{
		NewSMActor->GetSkeletalMeshComponent()->SetAnimInstanceClass(AnimBlueprint->GeneratedClass);
	}

Ok, thank you, I will try it.