We want to use 1 single animation, animated, with several frames and control the current frame via blueprint / code.
So imagine you have already baked a 1d blendspace into an animation, because it’s just much more convenient that way.
There’s billions of tutorials that covers blendspaces** and this is NOT what we needed.**
Thank god for that thread Setting a skeleton to an animation frame - Character & Animation - Epic Developer Community Forums
This feature is very well hidden, there’s no need to use blend space with this method.