Blueprint animation loop ping pong

I want my animation to loop, but, I would like it to loop back and forth (ping pong), as in once it hits the end it plays in reverse, and then when back at the start it plays to the end…and repeats.

I have an idea on how to do this, with a control bool var that is set on animation end and then tells the animation to replay in reverse or from start depending on what it just did, but I was wondering if there is a more efficient way to get a ping pong animation working.

Get rid of all of the bools, set your timeline’s graph as 0 at 0 second, 1 at 0.5 second and 0 at 1 second(time frames depend on however long you like of course, but value needs to be 0,1,0 for the float values of every frame), and set the Timeline to Loop.

Ahhh, makes sense, wasn’t using the timeline properly. Very simple, thanks!