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.