In UMG animation tracks, can you have the length of the animation track set to a length that can be edited in a blueprint or code?

I’m making an aiming reticle for a 3rd person shooter that transitions from a less precise reticle to a more precise one. It’s kinda going to be like what re2/3 remakes are doing.

What I’m trying to do differently is make the transition take more or less time based on a stress or fear factor that is stored in my player character class.

Not sure about Slate but in BPs you can’t adjust animation length; when you do play an UMG animation, you get to choose the Playback Speed, though:

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Having a 1s long animation and playing it at 4.0 will make it last .25s. You could use the MapRange node to translate the fear factor to playback speed.