Animation access: Pause, Reverse and other things

Alright… Part 2
Create a new Blueprint (just a regular Blueprint)
Make sure you have selected “Components” in the upper right hand side for the screen. Drag the Skeletal Mesh from your animation into the “Components” panel. In the Details panel scroll down until you see “Animation” for the “Anim Blueprint Generated” choose the Anim Blueprint you created earlier.
Select “Graph” in the upper right hand corner. Then make sure the “Event Graph” tab is selected in the main window
For demonstration purposes I am going to use a simple “Event Begin Play” to fire our Blueprint you can set up action mapping or triggers for your own project later.
Right click in the main window drop down Add Event and choose “Event Begin Play”
Pull an line up from the “Event Begin Play” node you created. In the search field type "cast to (you should see the name of your Anim Blueprint) select it
From the My Blueprint tab on the left drag the reference to the skeletal mesh into the main window and select “Get”
Pull a line from this skeletal mesh reference and get a “Get Anim Instance” node. Pull a line from “Return Value” output to the “Object” input of the Cast to (your Anim Blueprint) node.
Pull out a line from the bottom button “As (your Anim Blueprint)” connector. In the search field type “set door speed” create that node and enter 1 for the speed. Connect the output of the cast to (your Anim Bluerpint) node to the input pin on the “Set” node. Pull out a line from the “Set” node and create a delay node. Set the delay for something like 5 seconds. Out of the “Delay” node create another “Set” door speed node. Set the speed to 0. Create another “Delay” node for a couple of seconds then another “Set” door speed node. Set it to -1.

Compile and Save. Drop this Blueprint into the world and click Play. The door should start opening for 5 seconds. Pause for a few seconds, then close.