Can this animation state be simplified & fixed?

I’ve got less than 1 month experience with game development so I apologize if I’m way offside with some of this stuff. I’ll try and keep it short and sweet.

Basically I have a character that can shoot spells - animates perfectly while running / walking. The problem is when I jump and cast, he never plays the “jump end” animation and therefore never triggers the animation notify to make the landing sound (animation notify is on the jump end animation).

Originally I thought casting a spell was causing the next queued up sound to not play, but then I quickly realized that the issue was my animation setup.

This is the Animation Blueprint event graph, functions are pretty self-explanatory:

Animation Blueprint Anim graph, basic Idle/Run/Walk & 3-part jump states. Only addition is the movement/casting state at the bottom:

Movement/Casting state

I feel like this is where I’m doing something wrong because it’s very “hacky” and redundant, I feel. The problem is as soon as I jump, it goes into here and using the multiple Blend Poses by Bool nodes, it plays the proper animation. The only problem is there’s no way for the character to play the “jump end” animation in here and I can’t figure out how I would even incorporate that in here without making it way more complex than it already is.

Can anyone offer some insight? I’ve read up a bit about animation montage, but I’m not sure if that’s the way to go (still learning how I would implement that).

Thanks in advance! :slight_smile: