How can I blend multiple animation states smoothly using Animation Blueprints?

Hi everyone!
I’ve recently started learning Animation Blueprints in Unreal Engine, and I’m trying to create a character that transitions smoothly between idle, walking, and running. I’m using a BlendSpace 1D for speed-based blending, but sometimes the transitions feel a bit abrupt, especially when changing direction or stopping suddenly.

I’ve played around with blend times and transition rules, but I might be missing something. Could someone help me understand the best practices for setting up smoother transitions in an Animation State Machine? Also, should I be using additive animations for better results?

Would really appreciate any tips, examples, or references!

Hello friend,

So I started lately too donig so, and if I understand correctly what you asked, is the passage through you animations is not smooth enough, is that correct?

In that case I can show you how I did it and why I did it

Ofc you go in your locomotion folder, pick up every animation that you have and bring inside the BS_Walk for example.

Once inside, on the left you set the vertical for the speed and the horizontal for the direction, the grid division depends on how many ways your character can move, I like a deep and realistic animation, so I put 8 and the animations of the case

Then, there is the smoothing time, maybe is the thing you are looking for, basically it prevents to the character to snap like a maniac, more animations you have, less snappy it became.

Once finished here, we can go on the animations of the character, in this case, for me, is ABP_Manny, here we can fix even more the blend time, try to not over do otherwise you will see really weird stuff

Hopes it help!

and ooops, I forgot another screenshot

inside the BS walk