Ok, not quite there.
Attach the booleans to one another
You can even remove the False part of branch. if the key is false nothing should happen. it’s just some extra error checking.
For the anim bp transition, instead of forcing a duration (which you may still need to do, but 3 is a lot?) use this in the transition

For the getting up something like this
You can replace the top bool with the time remaining. realistically the bool is extra you should not need to check it.
In fact, realistically checking 2 bools with up/down is superfluous. you can totally manage everything off just 1 bool in the animbp
If is laying is true start, get into idle, if it becomes false, exit idle, transition back to standing.
When the multiple bools become useful is if you want to go into crouch, or any other state. in that case you just connect the state machine for the idle to a different getting up animation that leads to the different state, and you get into that state by checking that the correct bool was activated.
All that said. I find it better to handle movement this way:
As you can see I’m cutting out user input based on a Boolean. this allows me to stop the character but still allow the player to look around. it comes in handy in advanced game play programming.
In the end a full state-machine looks something like this - and it’s still missing some vital stuff that’s relevant to my project. namely the flying/parachute states…



