This is an easy way to place meshes and control animations for them. Included is a small demo map that will give you a couple of ideas of what it can do. 
Included in the u file is a placeable Abbey model and a couple of custom skins.

To use, simply place a goGoDancer in your map and then select whatever mesh you want to use. 
After that you can select the animation and whether it will loop this anim, play it once, or set it to activate via trigger. 
The dancer can be made to take damage, even be 'killed' and make death sounds while playing a 'death' animation. 

This actor can be used in a massive number of ways. It can be:
-a looping machine gear that can be destroyed
-a boulder that can be blown up to access a new area
-really cheap and easy 'jump scares' in a level
-statues that come to life
-static looping animation displays

Really it's up to your imagination: any mesh that has animations can be used. Have fun with this and I look forward to what mappers can dream up :)

Kelly
"gopostal"
agutgopostal@gmail.com

Credit: The UTJDanceDoll class is not mine and therefore remains unchanged from how I found it. 
The rest is mine and you are welcome to do whatever you want with the entire source code. 
If you improve the mod please feel free to take ownership of it and call it whatever you like, no credit needed. 

var (UTJAnimSetting) bool bAnim;
var (UTJAnimSetting) bool bCanStopAnim;
var (UTJAnimSetting) bool bLoop;
var (UTJAnimSetting) float fLoopAnimSpeed;
var (UTJAnimSetting) float fOnceAnimSpeed;
var (UTJAnimSetting) float fStopAnimSpeed;
var (UTJAnimSetting) float fDeathAnimSpeed;
var (UTJAnimSetting) bool bStopAnim;
var (UTJAnimSetting) bool bUseSound;
var (UTJAnimSetting) bool bFalling;
var (UTJAnimSetting) bool bUseDamageTrigger;
var (UTJAnimSetting) Name DamageEvent;
var (UTJAnimSetting) int Health;
var (UTJAnimSetting) Name DeathAnimSequence[7];
var (UTJAnimSetting) Name TriggerAnimSequence;
var (UTJAnimSetting) Name StopAnimSequence;
var (UTJAnimSetting) Sound HitSound[4];
var (UTJAnimSetting) Sound DeathSound[5]; 

