Blending between animations chosen during runtime from a continually updated array of anim sequences

I’m wanting to blend between animations that are selected during runtime based on data coming in from the server, and am not sure of how to achieve this. I’ve looked at the “Blend Poses by Int” and “Play Random Sequence” in the animation blueprint nodes and they work fine for hardcoded animations, but not seeing anyway to update these dynamically.

Right now the closest I’ve gotten to achieving this is having an array of animations in a normal blueprint, then changing the animation using the “Play Animation” node- however, this method doers not allow for blending between the current and next animation.

I’d really appreciate any suggestions or thoughts for solving this!

One of the possible options is a “Ping-pong scheme”
https://www.ue4community.wiki/legacy/animation-by-equipped-weapon-ful6x0dz#animation-switching-by-eanimaction

Thanks for the tip @Neyl-S! This seems like it could work, but there’s one thing from the technique description I don’t yet understand-
“What we do is when a new state is desired, we check a boolean to see if we are currently in state A or B. Then we set the animation clip for the other (inactive) state, and then flip the boolean to cause a state change on the next game frame.”

My question is- how do you actually set the animation clip at runtime for the inactive state?