- Open the SK_Mannequin mesh and navigate to the Animation window
- Open Window > Anim Slot Manager
- Add a new group to the slot manager named SequenceGroup
- Add a new slot to that group named SequenceSlot
- Add another group named BluerpintGroup
- Add a slot to that group named BlueprintSlot
- Create an animation blueprint for Sk_Mannequin
- Have the Output pose blend with a 0.5 alpha between SequenceSlot and BlueprintSlot
- Create a blueprint actor with SK_Mannequin as a skeletal mesh component
- Create a new montage that plays on BlueprintSlot
- Have the montage loop indefinitely
- On the actor from step 9's begin play event play that new montage
- Add the actor to a level
- Create a new level sequence and bind that actor to it
- Add an animation track to the actor and set its slot to SequenceSlot
- Set the animation to restore state when finished
- Make sure the animation section ends before the sequence
- Key the actors animation mode to Use Animation Blueprint, and set it to be the blueprint from 7
- Set the sequence to AutoPlay
- PIE
RESULT
The sequence will play and blend between the two animations, but when the animation section stops in the sequence the montage played from the blueprint will also stop.