Is it possible to create a template blueprint with swappable skeletal mesh and animation?

Hi guys, I want to place multiple interactable object in my game.

Each of them will be triggered by clicking and play a certain animation depends on the skeletal mesh.

Will it be possible to create one blueprint for them all and have the skeletal & animation triggered to be exposed?
How do I do that?

Thanks,
Bondhan

As far as I know, an actor will not accept an animation blueprint that has a different core skeletal mesh than what it has.

Based on the unreal documentation; Different means extra or missing bones WITHIN the mesh itself, any extra appendages would be fine.

For example, two men have the same Sk.Mesh even if one of them has 3 arms, and the other only has 1. Then the core Skeleton would have 1 arm, and the other 2 are a welcome addition.

But if one of them has 2 spine bones and the other has 3, then it’s a different Skeleton entirely, and the blueprint won’t work.

Hope this helped.