Can I use an AnimationBlendTree as single AnimationNode resource on a Animation Tree?

Godot Version

4.6

Question

I implemented a system that allows me change a set of animations according to a given parameter of a type I created, the MovesetResource. The class has AnimationNode properties that are them injected on a StateMachineAnimationNode, replacing “generic“ animation nodes. Like:

  • Moveset A has a walking animation, that’s a AnimationNode with name “walking-a“.
  • Moveset B has a walking animation, that’s a AnimationNode with name “walking-b“.

After I click a certain button, a script captures the instance of my StateMachneAnimationTree and replaces the Walking Node inside, for it’s correspondent.

My question is: can I save a blend of animations as a resource and use it as a AnimationNode in this case? I tried it but it didn’t work.