It could be that the distance matching isn’t fast forwarding your stop animation to the end of it, and depending on your anim graph setup, it might not ever go to the next node in the state machine. Instead of using the On Become Relevant function to reset the ExplicitTime, you might use it to set the ExplicitTime to the correct value to allow the animation to finish playing as the character comes to a full stop. You can use the DistanceMatchToTarget
function for that, and you can use the PredictGroundMovementStopLocation
to calculate the distance needed.
In my character BP I have this:
Then I pass PredictedStopDistance
to my AnimBP via a BPI (though you could do it however you want). Then in the On Become Relevant function for my stop node I have this: