Thank you for the response!
I ended up looking at this tutorial but it didn’t quite offer what I needed it to do. I wanted to have a “weight” to all of the random options, so we could for example have a animation that only rarely plays.
I eventually decided to go for a different approach. I made a struct containing an Animation Sequence and an integer for the weights. I then pass Data Assets containing arrays of this struct to the Animation Template and query them using Property Acces. Then I link a randomly selected value of this array to the sequencer when a transition becomes relevant.