Sequencer with Animation Blueprint

Found out the solution. the core is animation blueprint itself, normally the animation blueprint call the movement component in game, and the move component itself do some adjustment itself and update the position, but if you dont use the move component, use the the pawn position (actor position, rotation, etc) , store the previous tick position , you will get the different between previous frame, so use that different varaible(its the speed, or turning) to control the animation in animGraph, then the animation blueprint will work in sequencer, i also saw another method is use spline control, but I think my method is more user friendly, dont need to create spline, and also just key the transformation itself it already work well…