So I’ve tried this a few different ways with characters that use animation blueprints. The main issue with using the controller is it’s just adding an input, and if you are sending that input for a time period that is warped by framerates, it will invariably not follow the desired path. I tried this method by having the character chase a moving point in front of them and it was not very consistent and stop-start. It could even mess up the timing entirely and get stuck on walls if latency was bad.
The closest I got was to have a character attach to a marker (for offset) that’s attached to a rail, which is keyed by the sequence. This makes the character get from A to B in the exact right time and it can be done entirely in sequencer.
The thing is, driving the animaBP gets really weird because you no longer have an accurate velocity. I tried to do the math on distance per frame, but framerate makes this wildly inaccurate and the results were quite terrible.
End result: I got the Control Rig plugin, Rigged my character to be animated in engine, and manually keyed exactly what I wanted my character to do. This is probably the hardest for setup and production, but it’s the only way I’ve found to make it really consistent. Additionally if you’re not an animator this may also give you bad results.
With a car, you could potentially get away with fudging it, (walk cycles are going to be much more floaty than wheels) and a rail might work best for you. It really depends. I’d say try setting up a rail, or spline based movement, and if you absolutely hate the results, you can try control rig.