The problem is that once he does it, the Skeletal Mesh freezes in its starting/ending position:
So he doesn’t walk (or attack, or play any other animation) anymore. He just moves keeping the frozen position.
It looks to me like the problem is that you’re not using an Animation Montage. The “Play Animation” blueprint node, by default, does not return your character to its previous pose, and will just result in a frozen state (of your last frame, I believe).
Either that, or you have a state machine set up, and you’re hitting some kind of liminal state that’s conflicting with or isn’t covered by your transitions.
Thank you for your answer. It was as you said, the Animation Montage works and also I found out that you can use the Set Animation Mode to restore normal animation.