Working with Child Animation Blueprints
When creating and setting up characters and Animation Blueprints, there may be situations where you have multiple characters that are similar but have entirely different animations for different states.
Rather than creating Animation Blueprints for each of those characters, you may be able to use a Child Animation Blueprint of a pre-existing Animation Blueprint and override the animation assets that you want to replace.
The Child Animation Blueprint will inherit everything from the parent, enabling you to specify which animations should be overridden via the Asset Override Editor.
For example, suppose you have two humanoid characters, where one is a human and the other is a werewolf. Both characters can walk, run, jump, and crawl.
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.