

Select the Mesh in the Components window, and then in the Details panel, set the Anim Class to UE4_Mannequin_Skeleton_AnimBlueprint. Open the ThirdPersonCharacter1 Blueprint from Step 1 and delete all the nodes in the Event Graph. In the Content/Mannequin/Character/Mesh folder, right-click the SK_Mannequin and under Create, select Anim Blueprint and use the default naming convention. In the Content/ThirdPersonBP/Blueprints folder, duplicate the ThirdPersonCharacter Blueprint using the default name. In this how-to, we use the Copy Pose From Mesh node to copy the player's animations onto another Skeletal Mesh. Using the Copy Pose From Mesh Animation Blueprint node and a little bit of Blueprint Visual Scripting, you can reference a Skeletal Mesh Component and copy whatever pose is being used to another Animation Blueprint for a different Skeletal Mesh.

When working with animated characters, there may be times when you want to apply the same animation data to an entirely different character.
