so it would be: KillerRef.PlayIdleWithTarget(CuttOffHead, VictumRef)
And if this is called on say a chicken as the killer or as the victim or both the game will not blow up? But called on a pair of NPC it will work?
Paired Animations called on an invalid Actor are just ignored by the invalid actor -> usually any valid actors will still go through the motions so if you try to tell a chicken to kill an npc using an npc to npc Paired the chicken will do nothing but the second npc will usually do its motions and then die as expected.
The only real problem is making sure your calling the correct Paired for your situation (Meaning calling the proper Paired for your killers Race/Weapon vs the victims Race), other then that I have yet to run into any issues that could not be fixed with a few conditionals and forced states, also the killer actor needs to be in combat stance calling one of these from Idle Stance has a habit of locking the primary character into an invalid Transition State and from that point on that actor will have issues with all of its animations.