Animating an Actor
With a Control Rig Sequence created, to animate an Actor, you will need to place the Skeletal Mesh associated with the Control Rig Sequence in your Level and assign it as the target Actor in the Animation tab of the Modes panel.
Under the Units section, any keyable properties will be displayed which you can add by clicking the Add Key icon next to the desired property you wish to keyframe.
Click image for full view.
This will add a key for the property to the Control Rig Sequence at the specified time. You can scrub the Timeline to a new time, then use the Transform widget in the Viewport (or enter in a value manually in Sequencer) to move the associated aspect of your Control Rig and keyframe the new value.
In the example above, we are moving an end effector associated with a Skeletal Meshes right-arm and keyframing the new value which causes our character to interpolate from the starting value to the new key value.