Hm I’m not quite sure how you are doing the pull animation, but you probably should do it the same way, but just 10 times faster and reversed? You can do it in the parent blueprint with a timeline that has a float curve going from MaxStrength to 0 in X time (how fast you want the “Snap Back” to be). Then you can cast it to animgraph and set the strength value. Cheers!
Yes, that’s quite similiar to how I did it. I set a flag in the EventGraph of the AnimBP, to tell whether the string is being pulled.If it is, get the strength from the pawn, if it’s not, just lerp the strength back to 0. And update the anim according to the strength in the AnimationGraph.