Orchestrating complex animation in Actor Blueprint?

I have a mechanical door blueprint which is composed of a bunch of individual static meshes for moving parts like latches and gears. I would like to animate these meshs’ transforms to create elaborate opening/closing animations, which involve latches unlatching, gears turning, doors sliding open, etc in a certain order, and I would like the animation to live inside of the blueprint so that I can just put a bunch of doors around that know how to animate themselves when I call their Open/Close events.

What’s the best way to do this?

For simpler animations, I am very familiar with using Timelines, and creating a curve between 0 and 1, to use that as the Alpha value for a Lerp between starting and ending variables. I could create multiple curves inside of a Timeline, but this becomes difficult to work with because I can’t immediately see the result the way I can if I’m specifically keyframing a rotation or something.

Adding an ActorSequence seems to be closer to what I want, but there is an unsettling warning that it is an experimental class; and (unless I’m missing something, which I may be), I can’t really make the animations “dynamic” in that I believe the values I set in the keyframes are “baked in,” and I can’t parameterize them to be able to, for example, set a different “end position” for a particular instance of the door, or something like that.

Thanks!

Best bet would be to have a skeletal animation for the door. Just skin specific elements to be a 100% weighted to their corresponding bones.