how to avoid animation restarted when using blend pose per bone?

hello, i’m working on an animation blueprint, i’m trying to use blend per bone, to blend some player attacks when the player is walking or running, so far the setup is working fine, if i the player is running and i press attack it will work just fine, the issue comes when i press attack when the player is idle and i start walking forward o backwards (i suppose it will happen the same for the right and left, but i get to that part).

if i press attack when the player is idle, the attacks animations will start and when i push forward or backward the attack animation is restarted, even if i stop the player, the attack animation will restart too in idle, i tried to find some answer on google like always, but i didn’t found any info that will help me with this.

i just want to avoid the restart of the animation, i want to press attack and if the player will move to any direction, the blend starts but the attack animation continues in the same frame.

here is a screen shoot of my configuration so far.

thanks in advance for all your help.

For action states best practice is to use a montage instead of a raw take.

https://docs.unrealengine.com/en-us/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/hRO82u1phyw

You could jump to the “Intro to Animation Montage” but I would recommend you watch the entire series

i tried to use animation montage into the action state, but ue4 said it can’t used montage there.

thanks for theinfo, i will check the videos.

Well you can not plug a montage directly into the input of the blend. You need to use a slot and and activate the montage in the event graph.

The advantage of a montage is it plays in full unless told to stop playing min animation.

thank you for the information, i will give it a try!