How check what animation end(In transition rule)?
I saw it, but could not repeat
not sure if you can actually do it that way. What i usually do is find out how long the animation is, then in the character blueprint: whatever button/event triggers this animation, set a boolean variable to true (lets call it canJump), then make a delay for however long that animation is then set canJump to false. After that, make a boolean variable in the Animation blueprint (lets call it A_CanJump), then in the Event graph add a Get Player Character Node > Cast to Third Person Character > get canJump > SET A_CanJump. wherever you are in that screenshot, you will plug the A_CanJump variable into the canEnterTransition pin. That will find out when an animation is finished.
It’s content aware, so you need to have placed the animation in the previous state before you can get it’s time remaining.
The resulting node will look different than the one in the example as well.
I recommend this video series for learning simple animation blueprint stuff.
Videos 9 and 10 deal specifically with State Machines.
The tutorial link is dead so for anyone else coming here late, here’s what you’re looking for: