Using child animation blueprint for different character classes

Hi,

I’m working on an action rpg which has different player character classes. Players have to play modes that change the animations: exploration mode with free roam and active camera and combat mode with character rotation locked to camera rotation. All classes have the same exploration anim graph, but different combat anim graph due to different weapons and skills.

Should I create my first class and duplicate it with differenr combat graphs for each classes, or is there a way I could create child anim blueprints that refer to parent when in exploration and to themselves when in combat?

I could easily duplicate the first class and change the animations, but I think that the second option would be cleaner.

you answered your own question twice, both of those will work. If you want a good example of child animation blueprints, download the Mixamo animation pack from the epic games store (its free).

Hi ViceVersa,

I think my question was not clear: I would like to know if it is correct to simply duplicate my Anim blueprint and change the combat mode according to the character classes, or is it too messy and then the child blueprint way is the only solution. Duplicating is easy, but I have never made a child blueprint when it comes to animations so, if it’s not necessary, I would avoid.

I know that both are possible, but if someone with more experience than me in animations thinks the latter is better, then I would dig into child animation blueprints.

Thank you for your time!