The Animation Blueprint Linking system enables dynamic switching between different sub-sections on the Animation Graph. The main Animation Blueprint has multiple places where you can override the pose through Linked Layer Animation Blueprints. In Lyra, this means that depending on which weapon the player is holding, you can have different locomotion behavior, animation assets, or pose corrections. You can keep their functionality separate and allow multiple users to work on the animation simultaneously, or reduce dependencies between assets while still sharing the same core functionality.