- Create a base Actor Blueprint with a single Skeletal Mesh Component called Body and name this blueprint BP_BaseActor.
- Make 2 child blueprints using BP_BaseActor: BP_Manny and BP_Quinn
- Open both of these and assign the skeletal mesh asset to the Body component from the parent (SKM_Manny and SKM_Quinn)
- Drag a copy of BP_Manny into the level and drop the possessable into the sequencer track.
- Remove the default control rig track and add the MM_Idle animation.
- Scrub the sequence and verify the animation is working
- Select BP_Quinn from the content browser
- Select BP_Manny in the world outliner, Right Click and use the "Replace Selected Actors with" menu to replace its class with the BP_Quinn class.
- Verify the replace works as intended as by scrubbing, and viewing the idle animation playing on Quinn.
- Swap the class back to BP_Manny by repeating step 8
- Convert the track to a Spawnable track (Right click the binding and select Convert to Spawnable).
- Scrub to show that the animation is still working as a Spawnable track
- Repeat step 8 to convert back to BP_Quinn.
RESULT
The animation is no longer bound and the outliner shows that the actor is no longer associated with the level sequence.