Endless runner: Why state machine bypass Spawn animation state and go instant to Run animation state?

You see, you haven’t provided the necessary screenshots of the correct implementation of my suggestion. I also currently don’t have access to what’s going on after your Event Tick node. And your new issue seems to be related with how you handle your continuous running logic. So not only me, but nobody else can help you on this matter without you sharing all the related parts of your blueprint code.