Setting a skeleton to an animation frame

Found it… knew there had to be a simple solution, its just hidden.

  1. Create animation blueprint
  2. Set your skeletal component to use the animation blueprint
  3. Add a node to play your animation
  4. Right click on said node and “convert to single frame animation”. (<- this is the bit I didn’t see until today)
  5. Create a variable to input the frame offset

Now I just have to work out how to set that variable via the main blueprint / from C++ and how to normalize it relative to the animation length so I can just use 0->1, but it seems like this will be more normal blueprint programming.