Animation Blending

Hi

Does anyone know whether there’s any documentation regarding blending between two animation assets (e.g., UAnimSequence) when playing them on a skeletal mesh without using Animation Blueprints?

I’m hoping there’s already accessible engine APIs that I can work with to do this as a means of not having to reinvent the wheel for it, but when researching, I see more of people saying to use an ABP instead of much information on the topic at hand.

Sure, I could go and simulate an animation being played and update the pose of a mesh based on the transform for the current frame (whilst blending from the last transform that was evaluated in the previously used animation for the skeletal mesh this is being done for) and then step to the next and rinse-and-repeat, … but it feels unlikely that there won’t be an easier and simpler way to do what I want to do via pre-existing engine APIs.

Any advice is much appreciated.