took me like less than 20 mins to figure the entire thing.(I haven’t touch the animation state machine before today.)
I didn’t even use the default walking parameter, I created my own in my character.(in the 3rd person template.)
and everything went smoothly with a cast from TryGetPawnOwner->cast to MyCharacter->get walking(a boolean var I created).
I don’t know if you try getting into “Crouch” and link crouch animation to final pose.
This is my graph…took me more time to composite this image than figure things out.
Note: on left side I red highlight “Edit preview”, when you are in this mode, you can check those state variables and input speed value to see what happen when those values changed.
You will see the active light brown indicator switch to other states depending on the value/check you changed.