AnimationPlayer and AnimationTree in an Inherited Scene

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:bust_in_silhouette: Asked By anothervenue

I am attempting to create a BaseEnemy abstract class (scene) to inherit from, but no matter what I seem to do, the AnimationPlayer of the extended class is making changes in the parent.

I have an AnimationTree state machine with common animations of enemies:

is_idle
is_casting
is_hit
is_dead

But the implementation details of each may be unique.

Is it possible to set up an AnimationPlayer with AnimationTree to have the base animations with their state tree generically, but the animations be unique to the enemies?