Is there a supported way to switch idle/walk/run animations on one custom mount skeletal mesh in UEFN?

I want to switch multiple animations on a single custom rideable mount mesh in UEFN based on player input.

I have a custom skeletal mesh with separate animations like idle, walk/run, and backward movement. What I want is to use one single mount mesh and switch between those animations based on input, for example:

  • idle when not moving

  • walk/run when moving forward

  • backwalk when moving backward

I tried using multiple Animated Mesh devices, but each one behaves like a separate actor, not one shared mesh with multiple animation states.

Is there a supported way in UEFN to switch multiple animations on the same custom skeletal mesh at runtime, ideally from Verse or another proper workflow?

And if this is not currently supported, could Epic consider adding support for it? It would help a lot for custom mounts and creatures.